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Pac-Man/src/systems/collision.rs
2025-09-10 22:00:11 -05:00

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use bevy_ecs::{
component::Component,
entity::Entity,
event::EventWriter,
observer::Trigger,
query::With,
system::{Commands, Query, Res, ResMut},
};
use tracing::{debug, trace, warn};
use crate::{
constants,
systems::{movement::Position, AudioEvent, DyingSequence, FruitSprites, GameStage, Ghost, ScoreResource, SpawnTrigger},
};
use crate::{error::GameError, systems::GhostState};
use crate::{
events::{CollisionTrigger, StageTransition},
systems::PelletCount,
};
use crate::{map::builder::Map, systems::EntityType};
/// A component for defining the collision area of an entity.
#[derive(Component)]
pub struct Collider {
pub size: f32,
}
impl Collider {
/// Checks if this collider collides with another collider at the given distance.
pub fn collides_with(&self, other_size: f32, distance: f32) -> bool {
let collision_distance = (self.size + other_size) / 2.0;
distance < collision_distance
}
}
/// Marker components for collision filtering optimization
#[derive(Component)]
pub struct PacmanCollider;
#[derive(Component)]
pub struct GhostCollider;
#[derive(Component)]
pub struct ItemCollider;
/// Helper function to check collision between two entities with colliders.
pub fn check_collision(
pos1: &Position,
collider1: &Collider,
pos2: &Position,
collider2: &Collider,
map: &Map,
) -> Result<bool, GameError> {
let pixel1 = pos1
.get_pixel_position(&map.graph)
.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 1: {}", e)))?;
let pixel2 = pos2
.get_pixel_position(&map.graph)
.map_err(|e| GameError::InvalidState(format!("Failed to get pixel position for entity 2: {}", e)))?;
let distance = pixel1.distance(pixel2);
Ok(collider1.collides_with(collider2.size, distance))
}
/// Detects overlapping entities and triggers collision observers immediately.
///
/// Performs distance-based collision detection between Pac-Man and collectible items
/// using each entity's position and collision radius. When entities overlap, triggers
/// collision observers for immediate handling without race conditions.
/// Collision detection accounts for both entities being in motion and supports
/// circular collision boundaries for accurate gameplay feel.
///
/// Also detects collisions between Pac-Man and ghosts for gameplay mechanics like
/// power pellet effects, ghost eating, and player death.
#[allow(clippy::too_many_arguments)]
pub fn collision_system(
map: Res<Map>,
pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
ghost_query: Query<(Entity, &Position, &Collider, &Ghost, &GhostState), With<GhostCollider>>,
mut commands: Commands,
mut errors: EventWriter<GameError>,
) {
// Check PACMAN × ITEM collisions
for (pacman_entity, pacman_pos, pacman_collider) in pacman_query.iter() {
for (item_entity, item_pos, item_collider) in item_query.iter() {
match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
Ok(colliding) => {
if colliding {
trace!("Item collision detected");
commands.trigger(CollisionTrigger::ItemCollision { item: item_entity });
}
}
Err(e) => {
errors.write(GameError::InvalidState(format!(
"Collision system failed to check collision between entities {:?} and {:?}: {}",
pacman_entity, item_entity, e
)));
}
}
}
// Check PACMAN × GHOST collisions
for (ghost_entity, ghost_pos, ghost_collider, ghost, ghost_state) in ghost_query.iter() {
match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
Ok(colliding) => {
if !colliding || matches!(*ghost_state, GhostState::Eyes) {
continue;
}
trace!(ghost = ?ghost, "Ghost collision detected");
commands.trigger(CollisionTrigger::GhostCollision {
pacman: pacman_entity,
ghost: ghost_entity,
ghost_type: *ghost,
});
}
Err(e) => {
errors.write(GameError::InvalidState(format!(
"Collision system failed to check collision between entities {:?} and {:?}: {}",
pacman_entity, ghost_entity, e
)));
}
}
}
}
}
/// Observer for handling ghost collisions immediately when they occur
#[allow(clippy::too_many_arguments)]
pub fn ghost_collision_observer(
trigger: Trigger<CollisionTrigger>,
mut stage_events: EventWriter<StageTransition>,
mut score: ResMut<ScoreResource>,
mut game_state: ResMut<GameStage>,
mut ghost_state_query: Query<&mut GhostState>,
mut events: EventWriter<AudioEvent>,
) {
if let CollisionTrigger::GhostCollision {
pacman: _pacman,
ghost,
ghost_type,
} = *trigger
{
// Check if Pac-Man is already dying
if matches!(*game_state, GameStage::PlayerDying(_)) {
return;
}
// Check if the ghost is frightened
if let Ok(mut ghost_state) = ghost_state_query.get_mut(ghost) {
// Check if ghost is in frightened state
if matches!(*ghost_state, GhostState::Frightened { .. }) {
// Pac-Man eats the ghost
// Add score (200 points per ghost eaten)
debug!(ghost = ?ghost_type, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
score.0 += 200;
*ghost_state = GhostState::Eyes;
// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
// Request transition via event so stage_system can process it
stage_events.write(StageTransition::GhostEatenPause {
ghost_entity: ghost,
ghost_type,
});
// Play eat sound
events.write(AudioEvent::PlayEat);
} else if matches!(*ghost_state, GhostState::Normal) {
// Pac-Man dies
warn!(ghost = ?ghost_type, "Pacman hit by normal ghost, player dies");
*game_state = GameStage::PlayerDying(DyingSequence::Frozen { remaining_ticks: 60 });
events.write(AudioEvent::StopAll);
} else {
trace!(ghost_state = ?*ghost_state, "Ghost collision ignored due to state");
}
}
}
}
/// Observer for handling item collisions immediately when they occur
#[allow(clippy::too_many_arguments)]
pub fn item_collision_observer(
trigger: Trigger<CollisionTrigger>,
mut commands: Commands,
mut score: ResMut<ScoreResource>,
mut pellet_count: ResMut<PelletCount>,
item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
mut fruit_sprites: ResMut<FruitSprites>,
mut events: EventWriter<AudioEvent>,
) {
if let CollisionTrigger::ItemCollision { item } = *trigger {
// Get the item type and update score
if let Ok((item_ent, entity_type, position)) = item_query.get(item) {
if let Some(score_value) = entity_type.score_value() {
trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
score.0 += score_value;
// Remove the collected item
commands.entity(item_ent).despawn();
// Track pellet consumption for fruit spawning
if *entity_type == EntityType::Pellet {
pellet_count.0 += 1;
trace!(pellet_count = pellet_count.0, "Pellet consumed");
// Check if we should spawn a fruit
if pellet_count.0 == 5 || pellet_count.0 == 170 {
debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
commands.trigger(SpawnTrigger::Fruit);
}
}
// Trigger bonus points effect if a fruit is collected
if let EntityType::Fruit(fruit) = *entity_type {
fruit_sprites.0.push(fruit);
commands.trigger(SpawnTrigger::Bonus {
position: *position,
value: entity_type.score_value().unwrap(),
ttl: 60 * 2,
});
}
// Trigger audio if appropriate
if entity_type.is_collectible() {
events.write(AudioEvent::PlayEat);
}
// Make non-eaten ghosts frightened when power pellet is collected
if matches!(*entity_type, EntityType::PowerPellet) {
debug!(
duration_ticks = constants::animation::GHOST_FRIGHTENED_TICKS,
"Power pellet collected, frightening ghosts"
);
for mut ghost_state in ghost_query.iter_mut() {
if matches!(*ghost_state, GhostState::Normal) {
*ghost_state = GhostState::new_frightened(
constants::animation::GHOST_FRIGHTENED_TICKS,
constants::animation::GHOST_FRIGHTENED_FLASH_START_TICKS,
);
}
}
debug!(
frightened_count = ghost_query.iter().count(),
"Ghosts set to frightened state"
);
}
}
}
}
}