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Pac-Man/src/systems/movement.rs

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use crate::error::{EntityError, GameResult};
use crate::map::direction::Direction;
use crate::map::graph::Graph;
use bevy_ecs::component::Component;
use glam::Vec2;
/// Zero-based index identifying a specific node in the navigation graph.
///
/// Nodes represent discrete movement targets in the maze. The index directly corresponds to the node's position in the
/// graph's internal storage arrays.
pub type NodeId = u16;
/// A component that represents the speed and cardinal direction of an entity.
/// Speed is static, only applied when the entity has an edge to traverse.
/// Direction is dynamic, but is controlled externally.
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub struct Velocity {
pub speed: f32,
pub direction: Direction,
}
/// A component that represents a direction change that is only remembered for a period of time.
/// This is used to allow entities to change direction before they reach their current target node (which consumes their buffered direction).
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum BufferedDirection {
None,
Some { direction: Direction, remaining_time: f32 },
}
/// Entity position state that handles both stationary entities and moving entities.
///
/// Supports precise positioning during movement between discrete navigation nodes.
/// When moving, entities smoothly interpolate along edges while tracking exact distance remaining to the target node.
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum Position {
/// Entity is stationary at a specific graph node.
Stopped { node: NodeId },
/// Entity is traveling between two nodes.
Moving {
from: NodeId,
to: NodeId,
/// Distance remaining to reach the target node.
remaining_distance: f32,
},
}
impl Position {
/// Calculates the current pixel position in the game world.
///
/// Converts the graph position to screen coordinates, accounting for
/// the board offset and centering the sprite.
///
/// # Errors
///
/// Returns an `EntityError` if the node or edge is not found.
pub fn get_pixel_position(&self, graph: &Graph) -> GameResult<Vec2> {
let pos = match &self {
Position::Stopped { node } => {
// Entity is stationary at a node
let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node as usize))?;
node.position
}
Position::Moving {
from,
to,
remaining_distance,
} => {
// Entity is traveling between nodes
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from as usize))?;
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to as usize))?;
let edge = graph.find_edge(*from, *to).ok_or(EntityError::EdgeNotFound {
from: *from as usize,
to: *to as usize,
})?;
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
if edge.distance == 0.0 {
to_node.position
} else {
// Interpolate position based on progress
let progress = 1.0 - (*remaining_distance / edge.distance);
from_node.position.lerp(to_node.position, progress)
}
}
};
Ok(Vec2::new(
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
))
}
/// Advances movement progress by the specified distance with overflow handling.
///
/// For moving entities, decreases the remaining distance to the target node.
/// If the distance would overshoot the target, the entity transitions to
/// `Stopped` state and returns the excess distance for chaining movement
/// to the next edge in the same frame.
///
/// # Arguments
///
/// * `distance` - Distance to travel this frame (typically speed × delta_time)
///
/// # Returns
///
/// `Some(overflow)` if the target was reached with distance remaining,
/// `None` if still moving or already stopped.
pub fn tick(&mut self, distance: f32) -> Option<f32> {
if distance <= 0.0 || self.is_at_node() {
return None;
}
match self {
Position::Moving {
to, remaining_distance, ..
} => {
// If the remaining distance is less than or equal the distance, we'll reach the target
if *remaining_distance <= distance {
let overflow: Option<f32> = if *remaining_distance != distance {
Some(distance - *remaining_distance)
} else {
None
};
*self = Position::Stopped { node: *to };
return overflow;
}
*remaining_distance -= distance;
None
}
_ => unreachable!(),
}
}
/// Returns `true` if the position is exactly at a node (not traveling).
pub fn is_at_node(&self) -> bool {
matches!(self, Position::Stopped { .. })
}
/// Returns the `NodeId` of the current node (source of travel if moving).
pub fn current_node(&self) -> NodeId {
match self {
Position::Stopped { node } => *node,
Position::Moving { from, .. } => *from,
}
}
}