mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-07 16:07:54 -06:00
666 lines
31 KiB
Rust
666 lines
31 KiB
Rust
//! This module contains the main game logic and state.
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include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
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use std::collections::HashMap;
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use crate::constants::{self, animation, MapTile, CANVAS_SIZE};
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use crate::error::{GameError, GameResult, TextureError};
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use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::map::direction::Direction;
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use crate::systems::blinking::Blinking;
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use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::profiling::SystemId;
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use crate::systems::render::RenderDirty;
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use crate::systems::{self, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId};
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use crate::systems::{
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile,
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render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState,
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DebugTextureResource, DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle,
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GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled,
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Renderable, ScoreResource, StartupSequence, SystemTimings,
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};
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use crate::texture::animated::{DirectionalTiles, TileSequence};
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use crate::texture::sprite::AtlasTile;
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::observer::Trigger;
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use bevy_ecs::schedule::common_conditions::resource_changed;
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use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::system::ResMut;
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use bevy_ecs::world::World;
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use sdl2::image::LoadTexture;
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use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
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use sdl2::rwops::RWops;
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use sdl2::video::{Window, WindowContext};
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use sdl2::EventPump;
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use crate::{
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asset::{get_asset_bytes, Asset},
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events::GameCommand,
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map::render::MapRenderer,
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systems::input::{Bindings, CursorPosition},
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texture::sprite::{AtlasMapper, SpriteAtlas},
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};
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/// System set for all rendering systems to ensure they run after gameplay logic
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub struct RenderSet;
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/// Core game state manager built on the Bevy ECS architecture.
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///
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/// Orchestrates all game systems through a centralized `World` containing entities,
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/// components, and resources, while a `Schedule` defines system execution order.
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/// Handles initialization of graphics resources, entity spawning, and per-frame
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/// game logic coordination. SDL2 resources are stored as `NonSend` to respect
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/// thread safety requirements while integrating with the ECS.
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pub struct Game {
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pub world: World,
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pub schedule: Schedule,
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}
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impl Game {
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/// Initializes the complete game state including ECS world, graphics, and entity spawning.
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///
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/// Performs extensive setup: creates render targets and debug textures, loads and parses
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/// the sprite atlas, renders the static map to a cached texture, builds the navigation
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/// graph from the board layout, spawns Pac-Man with directional animations, creates
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/// all four ghosts with their AI behavior, and places collectible items throughout
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/// the maze. Registers event types and configures the system execution schedule.
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///
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/// # Arguments
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///
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/// * `canvas` - SDL2 rendering context with static lifetime for ECS storage
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/// * `texture_creator` - SDL2 texture factory for creating render targets
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/// * `event_pump` - SDL2 event polling interface for input handling
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///
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/// # Errors
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///
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/// Returns `GameError` for SDL2 failures, asset loading problems, atlas parsing
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/// errors, or entity initialization issues.
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pub fn new(
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canvas: &'static mut Canvas<Window>,
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texture_creator: &'static mut TextureCreator<WindowContext>,
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event_pump: &'static mut EventPump,
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) -> GameResult<Game> {
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let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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let mut backbuffer = texture_creator
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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backbuffer.set_scale_mode(ScaleMode::Nearest);
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let mut map_texture = texture_creator
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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map_texture.set_scale_mode(ScaleMode::Nearest);
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// Create debug texture at output resolution for crisp debug rendering
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let output_size = canvas.output_size().unwrap();
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let mut debug_texture = texture_creator
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.create_texture_target(None, output_size.0, output_size.1)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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// Debug texture is copied over the backbuffer, it requires transparency abilities
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debug_texture.set_blend_mode(BlendMode::Blend);
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debug_texture.set_scale_mode(ScaleMode::Nearest);
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let font_data = get_asset_bytes(Asset::Font)?;
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let static_font_data: &'static [u8] = Box::leak(font_data.to_vec().into_boxed_slice());
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let font_asset = RWops::from_bytes(static_font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
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let debug_font = ttf_context
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.load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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// Initialize audio system
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let audio = crate::audio::Audio::new();
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// Load atlas and create map texture
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let atlas_bytes = get_asset_bytes(Asset::AtlasImage)?;
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let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
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if e.to_string().contains("format") || e.to_string().contains("unsupported") {
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GameError::Texture(crate::error::TextureError::InvalidFormat(format!(
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"Unsupported texture format: {e}"
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)))
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} else {
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GameError::Texture(crate::error::TextureError::LoadFailed(e.to_string()))
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}
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})?;
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let atlas_mapper = AtlasMapper {
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frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
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};
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let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
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// Create map tiles
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let mut map_tiles = Vec::with_capacity(35);
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for i in 0..35 {
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let tile_name = format!("maze/tiles/{}.png", i);
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let tile = atlas.get_tile(&tile_name).unwrap();
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map_tiles.push(tile);
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}
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// Render map to texture
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canvas
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.with_texture_canvas(&mut map_texture, |map_canvas| {
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MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
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})
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let map = Map::new(constants::RAW_BOARD)?;
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// Create directional animated textures for Pac-Man
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let up_moving_tiles = [
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SpriteAtlas::get_tile(&atlas, "pacman/up_a.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_a.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/up_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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let down_moving_tiles = [
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SpriteAtlas::get_tile(&atlas, "pacman/down_a.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_a.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/down_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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let left_moving_tiles = [
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SpriteAtlas::get_tile(&atlas, "pacman/left_a.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_a.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/left_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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let right_moving_tiles = [
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SpriteAtlas::get_tile(&atlas, "pacman/right_a.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_a.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/right_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?,
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SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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let moving_tiles = DirectionalTiles::new(
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TileSequence::new(&up_moving_tiles),
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TileSequence::new(&down_moving_tiles),
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TileSequence::new(&left_moving_tiles),
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TileSequence::new(&right_moving_tiles),
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);
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let up_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/up_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/up_b.png".to_string())))?;
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let down_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/down_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/down_b.png".to_string())))?;
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let left_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/left_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/left_b.png".to_string())))?;
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let right_stopped_tile = SpriteAtlas::get_tile(&atlas, "pacman/right_b.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/right_b.png".to_string())))?;
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let stopped_tiles = DirectionalTiles::new(
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TileSequence::new(&[up_stopped_tile]),
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TileSequence::new(&[down_stopped_tile]),
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TileSequence::new(&[left_stopped_tile]),
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TileSequence::new(&[right_stopped_tile]),
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);
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let player = PlayerBundle {
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player: PlayerControlled,
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position: Position::Stopped {
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node: map.start_positions.pacman,
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},
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velocity: Velocity {
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speed: constants::mechanics::PLAYER_SPEED,
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direction: Direction::Left,
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},
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movement_modifiers: MovementModifiers::default(),
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buffered_direction: BufferedDirection::None,
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sprite: Renderable {
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sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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layer: 0,
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},
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directional_animation: DirectionalAnimation::new(moving_tiles, stopped_tiles, 5),
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entity_type: EntityType::Player,
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collider: Collider {
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size: constants::collider::PLAYER_GHOST_SIZE,
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},
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pacman_collider: PacmanCollider,
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};
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let mut world = World::default();
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let mut schedule = Schedule::default();
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EventRegistry::register_event::<GameError>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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world.insert_resource(Self::create_ghost_animations(&atlas)?);
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world.insert_resource(map);
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world.insert_resource(GlobalState { exit: false });
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world.insert_resource(ScoreResource(0));
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world.insert_resource(SystemTimings::default());
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world.insert_resource(Bindings::default());
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world.insert_resource(DeltaTime(0f32));
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world.insert_resource(RenderDirty::default());
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world.insert_resource(DebugState::default());
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world.insert_resource(AudioState::default());
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world.insert_resource(CursorPosition::default());
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world.insert_resource(StartupSequence::new(
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constants::startup::STARTUP_FRAMES,
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constants::startup::STARTUP_TICKS_PER_FRAME,
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));
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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(event_pump);
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world.insert_non_send_resource(canvas);
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world.insert_non_send_resource(BackbufferResource(backbuffer));
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world.insert_non_send_resource(MapTextureResource(map_texture));
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world.insert_non_send_resource(DebugTextureResource(debug_texture));
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world.insert_non_send_resource(DebugFontResource(debug_font));
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world.insert_non_send_resource(AudioResource(audio));
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
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if matches!(*event, GameEvent::Command(GameCommand::Exit)) {
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state.exit = true;
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}
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},
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);
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let input_system = profile(SystemId::Input, systems::input::input_system);
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let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
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let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
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let startup_stage_system = profile(SystemId::Stage, systems::startup_stage_system);
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let player_tunnel_slowdown_system = profile(SystemId::PlayerMovement, systems::player::player_tunnel_slowdown_system);
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let ghost_movement_system = profile(SystemId::Ghost, ghost_movement_system);
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let collision_system = profile(SystemId::Collision, collision_system);
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let ghost_collision_system = profile(SystemId::GhostCollision, ghost_collision_system);
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let item_system = profile(SystemId::Item, item_system);
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let audio_system = profile(SystemId::Audio, audio_system);
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let blinking_system = profile(SystemId::Blinking, blinking_system);
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let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let render_system = profile(SystemId::Render, render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
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let present_system = profile(SystemId::Present, present_system);
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let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
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let forced_dirty_system = |mut dirty: ResMut<RenderDirty>| {
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dirty.0 = true;
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};
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schedule.add_systems((
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forced_dirty_system.run_if(resource_changed::<ScoreResource>.or(resource_changed::<StartupSequence>)),
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(
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input_system,
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player_control_system,
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player_movement_system,
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startup_stage_system,
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)
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.chain(),
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player_tunnel_slowdown_system,
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ghost_movement_system,
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profile(SystemId::EatenGhost, eaten_ghost_system),
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unified_ghost_state_system,
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(collision_system, ghost_collision_system, item_system).chain(),
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audio_system,
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blinking_system,
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(
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directional_render_system,
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linear_render_system,
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dirty_render_system,
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render_system,
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hud_render_system,
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debug_render_system,
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present_system,
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)
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.chain(),
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));
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// Spawn player and attach initial state bundle
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world.spawn(player).insert((Frozen, Hidden));
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// Spawn ghosts
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Self::spawn_ghosts(&mut world)?;
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let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
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let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
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// Build a list of item entities to spawn from the map
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let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world
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.resource::<Map>()
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.iter_nodes()
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.filter_map(|(id, tile)| match tile {
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MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::collider::PELLET_SIZE)),
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MapTile::PowerPellet => Some((
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*id,
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EntityType::PowerPellet,
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energizer_sprite,
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constants::collider::POWER_PELLET_SIZE,
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)),
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_ => None,
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})
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.collect();
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// Construct and spawn the item entities
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for (id, item_type, sprite, size) in nodes {
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let mut item = world.spawn(ItemBundle {
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position: Position::Stopped { node: id },
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sprite: Renderable { sprite, layer: 1 },
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entity_type: item_type,
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collider: Collider { size },
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item_collider: ItemCollider,
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});
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// Make power pellets blink
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if item_type == EntityType::PowerPellet {
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item.insert((Frozen, Blinking::new(constants::ui::POWER_PELLET_BLINK_RATE)));
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}
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}
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Ok(Game { world, schedule })
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}
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/// Creates and spawns all four ghosts with unique AI personalities and directional animations.
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///
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/// # Errors
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///
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/// Returns `GameError::Texture` if any ghost sprite cannot be found in the atlas,
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/// typically indicating missing or misnamed sprite files.
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fn spawn_ghosts(world: &mut World) -> GameResult<()> {
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// Extract the data we need first to avoid borrow conflicts
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let ghost_start_positions = {
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let map = world.resource::<Map>();
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[
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(Ghost::Blinky, map.start_positions.blinky),
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(Ghost::Pinky, map.start_positions.pinky),
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(Ghost::Inky, map.start_positions.inky),
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(Ghost::Clyde, map.start_positions.clyde),
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]
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};
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for (ghost_type, start_node) in ghost_start_positions {
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// Create the ghost bundle in a separate scope to manage borrows
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let ghost = {
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let animations = *world.resource::<GhostAnimations>().get_normal(&ghost_type).unwrap();
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let atlas = world.non_send_resource::<SpriteAtlas>();
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GhostBundle {
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ghost: ghost_type,
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position: Position::Stopped { node: start_node },
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velocity: Velocity {
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speed: ghost_type.base_speed(),
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direction: Direction::Left,
|
|
},
|
|
sprite: Renderable {
|
|
sprite: SpriteAtlas::get_tile(atlas, &format!("ghost/{}/left_a.png", ghost_type.as_str())).ok_or_else(
|
|
|| {
|
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
"ghost/{}/left_a.png",
|
|
ghost_type.as_str()
|
|
)))
|
|
},
|
|
)?,
|
|
layer: 0,
|
|
},
|
|
directional_animation: animations,
|
|
entity_type: EntityType::Ghost,
|
|
collider: Collider {
|
|
size: constants::collider::PLAYER_GHOST_SIZE,
|
|
},
|
|
ghost_collider: GhostCollider,
|
|
ghost_state: GhostState::Normal,
|
|
last_animation_state: LastAnimationState(GhostAnimation::Normal),
|
|
}
|
|
};
|
|
|
|
world.spawn(ghost).insert((Frozen, Hidden));
|
|
}
|
|
|
|
Ok(())
|
|
}
|
|
|
|
fn create_ghost_animations(atlas: &SpriteAtlas) -> GameResult<GhostAnimations> {
|
|
// Eaten (eyes) animations - single tile per direction
|
|
let up_eye = atlas
|
|
.get_tile("ghost/eyes/up.png")
|
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/up.png".to_string())))?;
|
|
let down_eye = atlas
|
|
.get_tile("ghost/eyes/down.png")
|
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/down.png".to_string())))?;
|
|
let left_eye = atlas
|
|
.get_tile("ghost/eyes/left.png")
|
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/left.png".to_string())))?;
|
|
let right_eye = atlas
|
|
.get_tile("ghost/eyes/right.png")
|
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("ghost/eyes/right.png".to_string())))?;
|
|
|
|
let eyes_tiles = DirectionalTiles::new(
|
|
TileSequence::new(&[up_eye]),
|
|
TileSequence::new(&[down_eye]),
|
|
TileSequence::new(&[left_eye]),
|
|
TileSequence::new(&[right_eye]),
|
|
);
|
|
let eyes = DirectionalAnimation::new(eyes_tiles, eyes_tiles, animation::GHOST_EATEN_SPEED);
|
|
|
|
let mut animations = HashMap::new();
|
|
|
|
for ghost_type in [Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
|
|
// Normal animations - create directional tiles for each direction
|
|
let up_tiles = [
|
|
atlas
|
|
.get_tile(&format!("ghost/{}/up_a.png", ghost_type.as_str()))
|
|
.ok_or_else(|| {
|
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
"ghost/{}/up_a.png",
|
|
ghost_type.as_str()
|
|
)))
|
|
})?,
|
|
atlas
|
|
.get_tile(&format!("ghost/{}/up_b.png", ghost_type.as_str()))
|
|
.ok_or_else(|| {
|
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
"ghost/{}/up_b.png",
|
|
ghost_type.as_str()
|
|
)))
|
|
})?,
|
|
];
|
|
let down_tiles = [
|
|
atlas
|
|
.get_tile(&format!("ghost/{}/down_a.png", ghost_type.as_str()))
|
|
.ok_or_else(|| {
|
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
"ghost/{}/down_a.png",
|
|
ghost_type.as_str()
|
|
)))
|
|
})?,
|
|
atlas
|
|
.get_tile(&format!("ghost/{}/down_b.png", ghost_type.as_str()))
|
|
.ok_or_else(|| {
|
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
"ghost/{}/down_b.png",
|
|
ghost_type.as_str()
|
|
)))
|
|
})?,
|
|
];
|
|
let left_tiles = [
|
|
atlas
|
|
.get_tile(&format!("ghost/{}/left_a.png", ghost_type.as_str()))
|
|
.ok_or_else(|| {
|
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
"ghost/{}/left_a.png",
|
|
ghost_type.as_str()
|
|
)))
|
|
})?,
|
|
atlas
|
|
.get_tile(&format!("ghost/{}/left_b.png", ghost_type.as_str()))
|
|
.ok_or_else(|| {
|
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
"ghost/{}/left_b.png",
|
|
ghost_type.as_str()
|
|
)))
|
|
})?,
|
|
];
|
|
let right_tiles = [
|
|
atlas
|
|
.get_tile(&format!("ghost/{}/right_a.png", ghost_type.as_str()))
|
|
.ok_or_else(|| {
|
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
"ghost/{}/right_a.png",
|
|
ghost_type.as_str()
|
|
)))
|
|
})?,
|
|
atlas
|
|
.get_tile(&format!("ghost/{}/right_b.png", ghost_type.as_str()))
|
|
.ok_or_else(|| {
|
|
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
|
"ghost/{}/right_b.png",
|
|
ghost_type.as_str()
|
|
)))
|
|
})?,
|
|
];
|
|
|
|
let normal_moving = DirectionalTiles::new(
|
|
TileSequence::new(&up_tiles),
|
|
TileSequence::new(&down_tiles),
|
|
TileSequence::new(&left_tiles),
|
|
TileSequence::new(&right_tiles),
|
|
);
|
|
let normal = DirectionalAnimation::new(normal_moving, normal_moving, animation::GHOST_NORMAL_SPEED);
|
|
|
|
animations.insert(ghost_type, normal);
|
|
}
|
|
|
|
let (frightened, frightened_flashing) = {
|
|
// Load frightened animation tiles (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())))?;
|
|
|
|
(
|
|
LinearAnimation::new(
|
|
TileSequence::new(&[frightened_blue_a, frightened_blue_b]),
|
|
animation::GHOST_NORMAL_SPEED,
|
|
),
|
|
LinearAnimation::new(
|
|
TileSequence::new(&[frightened_blue_a, frightened_white_a, frightened_blue_b, frightened_white_b]),
|
|
animation::GHOST_FRIGHTENED_SPEED,
|
|
),
|
|
)
|
|
};
|
|
|
|
Ok(GhostAnimations::new(animations, eyes, frightened, frightened_flashing))
|
|
}
|
|
|
|
/// 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:
|
|
/// input processing, entity movement, collision detection, item collection,
|
|
/// audio playback, animation updates, and rendering. Each system operates on
|
|
/// relevant entities and modifies world state, with the schedule ensuring
|
|
/// proper execution order and data dependencies.
|
|
///
|
|
/// # Arguments
|
|
///
|
|
/// * `dt` - Frame delta time in seconds for time-based animations and movement
|
|
///
|
|
/// # Returns
|
|
///
|
|
/// `true` if the game should terminate (exit command received), `false` to continue
|
|
pub fn tick(&mut self, dt: f32) -> bool {
|
|
self.world.insert_resource(DeltaTime(dt));
|
|
|
|
// Run all systems
|
|
self.schedule.run(&mut self.world);
|
|
|
|
let state = self
|
|
.world
|
|
.get_resource::<GlobalState>()
|
|
.expect("GlobalState could not be acquired");
|
|
|
|
state.exit
|
|
}
|
|
|
|
// /// Renders pathfinding debug lines from each ghost to Pac-Man.
|
|
// ///
|
|
// /// Each ghost's path is drawn in its respective color with a small offset
|
|
// /// to prevent overlapping lines.
|
|
// fn render_pathfinding_debug<T: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
|
// let pacman_node = self.state.pacman.current_node_id();
|
|
|
|
// for ghost in self.state.ghosts.iter() {
|
|
// if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
|
|
// if path.len() < 2 {
|
|
// continue; // Skip if path is too short
|
|
// }
|
|
|
|
// // Set the ghost's color
|
|
// canvas.set_draw_color(ghost.debug_color());
|
|
|
|
// // Calculate offset based on ghost index to prevent overlapping lines
|
|
// // let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
|
|
|
// // Calculate a consistent offset direction for the entire path
|
|
// // let first_node = self.map.graph.get_node(path[0]).unwrap();
|
|
// // let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
|
|
|
// // Use the overall direction from start to end to determine the perpendicular offset
|
|
// let offset = match ghost.ghost_type {
|
|
// GhostType::Blinky => glam::Vec2::new(0.25, 0.5),
|
|
// GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
|
|
// GhostType::Inky => glam::Vec2::new(0.5, -0.5),
|
|
// GhostType::Clyde => glam::Vec2::new(-0.5, 0.25),
|
|
// } * 5.0;
|
|
|
|
// // Calculate offset positions for all nodes using the same perpendicular direction
|
|
// let mut offset_positions = Vec::new();
|
|
// for &node_id in &path {
|
|
// let node = self
|
|
// .state
|
|
// .map
|
|
// .graph
|
|
// .get_node(node_id)
|
|
// .ok_or(crate::error::EntityError::NodeNotFound(node_id))?;
|
|
// let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
// offset_positions.push(pos + offset);
|
|
// }
|
|
|
|
// // Draw lines between the offset positions
|
|
// for window in offset_positions.windows(2) {
|
|
// if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
|
// // Skip if the distance is too far (used for preventing lines between tunnel portals)
|
|
// if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
|
|
// continue;
|
|
// }
|
|
|
|
// // Draw the line
|
|
// canvas
|
|
// .draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
|
// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
// Ok(())
|
|
// }
|
|
}
|