mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-16 04:12:37 -06:00
chore: remove PlayerLifecycle, move MovementModifiers directly into PlayerBundle
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@@ -5,7 +5,7 @@ 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, PlayerLifecycle,
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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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@@ -160,14 +160,8 @@ pub struct PlayerBundle {
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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 pacman_collider: PacmanCollider,
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}
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/// Convenience bundle for attaching the hybrid FSM to the player entity
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#[derive(Bundle, Default)]
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pub struct PlayerStateBundle {
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pub lifecycle: PlayerLifecycle,
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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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@@ -1,5 +1,4 @@
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use bevy_ecs::{
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component::Component,
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event::{EventReader, EventWriter},
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query::{With, Without},
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system::{Query, Res, ResMut},
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@@ -17,28 +16,6 @@ use crate::{
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},
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};
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/// Lifecycle state for the player entity.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum PlayerLifecycle {
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Spawning,
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Alive,
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Dying,
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Respawning,
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}
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impl PlayerLifecycle {
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/// Returns true when gameplay input and movement should be active
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pub fn is_interactive(self) -> bool {
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matches!(self, PlayerLifecycle::Alive)
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}
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}
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impl Default for PlayerLifecycle {
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fn default() -> Self {
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PlayerLifecycle::Spawning
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}
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}
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pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
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let entity_flags = entity_type.traversal_flags();
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edge.traversal_flags.contains(entity_flags)
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@@ -64,7 +41,7 @@ pub fn player_control_system(
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match command {
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GameCommand::MovePlayer(direction) => {
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// Get the player's movable component (ensuring there is only one player)
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let (mut buffered_direction) = match players.single_mut() {
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let mut buffered_direction = match players.single_mut() {
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Ok(tuple) => tuple,
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Err(e) => {
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errors.write(GameError::InvalidState(format!(
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@@ -101,22 +78,16 @@ pub fn player_control_system(
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/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
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/// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction.
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/// Supports movement chaining within a single frame when traveling at high speeds.
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#[allow(clippy::type_complexity)]
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pub fn player_movement_system(
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map: Res<Map>,
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delta_time: Res<DeltaTime>,
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mut entities: Query<
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(
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&PlayerLifecycle,
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&MovementModifiers,
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&mut Position,
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&mut Velocity,
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&mut BufferedDirection,
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),
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(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
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(With<PlayerControlled>, Without<Frozen>),
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>,
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// mut errors: EventWriter<GameError>,
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) {
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for (lifecycle, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
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for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
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// Decrement the buffered direction remaining time
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if let BufferedDirection::Some {
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direction,
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@@ -1,16 +1,13 @@
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use crate::constants::CANVAS_SIZE;
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use crate::error::{GameError, TextureError};
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use crate::map::builder::Map;
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use crate::systems::{
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Blinking, DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Position, Renderable, ScoreResource,
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StartupSequence, Velocity,
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};
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use crate::systems::{DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence, Velocity};
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use crate::texture::sprite::SpriteAtlas;
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use crate::texture::text::TextTexture;
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use bevy_ecs::component::Component;
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use bevy_ecs::entity::Entity;
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use bevy_ecs::event::EventWriter;
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use bevy_ecs::query::{Changed, Or, With, Without};
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use bevy_ecs::query::{Changed, Or, Without};
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use bevy_ecs::removal_detection::RemovedComponents;
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use bevy_ecs::resource::Resource;
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use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
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