mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-07 16:07:54 -06:00
187 lines
5.0 KiB
Rust
187 lines
5.0 KiB
Rust
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
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use bitflags::bitflags;
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use crate::{
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map::graph::TraversalFlags,
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systems::{
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movement::{BufferedDirection, Position, Velocity},
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Collider, GhostCollider, ItemCollider, PacmanCollider,
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},
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texture::{animated::AnimatedTexture, sprite::AtlasTile},
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};
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/// A tag component for entities that are controlled by the player.
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#[derive(Default, Component)]
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pub struct PlayerControlled;
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum Ghost {
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Blinky,
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Pinky,
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Inky,
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Clyde,
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}
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impl Ghost {
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/// Returns the ghost type name for atlas lookups.
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pub fn as_str(self) -> &'static str {
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match self {
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Ghost::Blinky => "blinky",
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Ghost::Pinky => "pinky",
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Ghost::Inky => "inky",
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Ghost::Clyde => "clyde",
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}
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}
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/// Returns the base movement speed for this ghost type.
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pub fn base_speed(self) -> f32 {
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match self {
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Ghost::Blinky => 1.0,
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Ghost::Pinky => 0.95,
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Ghost::Inky => 0.9,
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Ghost::Clyde => 0.85,
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}
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}
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/// Returns the ghost's color for debug rendering.
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#[allow(dead_code)]
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pub fn debug_color(&self) -> sdl2::pixels::Color {
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match self {
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Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
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Ghost::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
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Ghost::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
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Ghost::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
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}
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}
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}
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/// A tag component denoting the type of entity.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum EntityType {
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Player,
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Ghost,
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Pellet,
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PowerPellet,
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}
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impl EntityType {
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/// Returns the traversal flags for this entity type.
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pub fn traversal_flags(&self) -> TraversalFlags {
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match self {
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EntityType::Player => TraversalFlags::PACMAN,
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EntityType::Ghost => TraversalFlags::GHOST,
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_ => TraversalFlags::empty(), // Static entities don't traverse
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}
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}
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pub fn score_value(&self) -> Option<u32> {
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match self {
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EntityType::Pellet => Some(10),
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EntityType::PowerPellet => Some(50),
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_ => None,
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}
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}
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pub fn is_collectible(&self) -> bool {
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matches!(self, EntityType::Pellet | EntityType::PowerPellet)
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}
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}
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/// A component for entities that have a sprite, with a layer for ordering.
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///
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/// This is intended to be modified by other entities allowing animation.
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#[derive(Component)]
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pub struct Renderable {
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pub sprite: AtlasTile,
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pub layer: u8,
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}
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/// A component for entities that have a directional animated texture.
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#[derive(Component)]
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pub struct DirectionalAnimated {
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pub textures: [Option<AnimatedTexture>; 4],
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pub stopped_textures: [Option<AnimatedTexture>; 4],
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}
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bitflags! {
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#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
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pub struct CollisionLayer: u8 {
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const PACMAN = 1 << 0;
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const GHOST = 1 << 1;
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const ITEM = 1 << 2;
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}
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}
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#[derive(Resource)]
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pub struct GlobalState {
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pub exit: bool,
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}
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#[derive(Resource)]
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pub struct ScoreResource(pub u32);
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#[derive(Resource)]
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pub struct DeltaTime(pub f32);
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/// Movement modifiers that can affect Pac-Man's speed or handling.
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#[derive(Component, Debug, Clone, Copy)]
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pub struct MovementModifiers {
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/// Multiplier applied to base speed (e.g., tunnels)
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pub speed_multiplier: f32,
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/// True when currently in a tunnel slowdown region
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pub tunnel_slowdown_active: bool,
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}
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impl Default for MovementModifiers {
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fn default() -> Self {
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Self {
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speed_multiplier: 1.0,
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tunnel_slowdown_active: false,
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}
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}
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}
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/// Tag component for entities that should be frozen during startup
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#[derive(Component, Debug, Clone, Copy)]
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pub struct Frozen;
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/// Component for ghosts that are vulnerable to Pac-Man
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#[derive(Component, Debug, Clone, Copy)]
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pub struct Vulnerable {
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pub remaining_ticks: u32,
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}
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#[derive(Bundle)]
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pub struct PlayerBundle {
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pub player: PlayerControlled,
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pub position: Position,
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pub velocity: Velocity,
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pub buffered_direction: BufferedDirection,
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pub sprite: Renderable,
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pub directional_animated: DirectionalAnimated,
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pub entity_type: EntityType,
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pub collider: Collider,
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pub movement_modifiers: MovementModifiers,
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pub pacman_collider: PacmanCollider,
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}
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#[derive(Bundle)]
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pub struct ItemBundle {
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pub position: Position,
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pub sprite: Renderable,
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pub entity_type: EntityType,
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pub collider: Collider,
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pub item_collider: ItemCollider,
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}
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#[derive(Bundle)]
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pub struct GhostBundle {
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pub ghost: Ghost,
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pub position: Position,
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pub velocity: Velocity,
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pub sprite: Renderable,
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pub directional_animated: DirectionalAnimated,
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pub entity_type: EntityType,
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pub collider: Collider,
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pub ghost_collider: GhostCollider,
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}
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