mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-07 13:15:54 -06:00
feat: item collection system, score mutations
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@@ -19,6 +19,7 @@ use crate::systems::{
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control::player_system,
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debug::{debug_render_system, DebugState, DebugTextureResource},
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input::input_system,
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item::item_system,
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movement::movement_system,
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profiling::{profile, SystemTimings},
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render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource},
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@@ -211,6 +212,7 @@ impl Game {
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profile("player", player_system),
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profile("movement", movement_system),
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profile("collision", collision_system),
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profile("item", item_system),
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profile("blinking", blinking_system),
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profile("directional_render", directional_render_system),
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profile("dirty_render", dirty_render_system),
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43
src/systems/item.rs
Normal file
43
src/systems/item.rs
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@@ -0,0 +1,43 @@
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use bevy_ecs::{event::EventReader, prelude::*, query::With, system::Query};
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use crate::{
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events::GameEvent,
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systems::components::{EntityType, ItemCollider, PacmanCollider, ScoreResource},
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};
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pub fn item_system(
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mut commands: Commands,
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mut collision_events: EventReader<GameEvent>,
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mut score: ResMut<ScoreResource>,
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pacman_query: Query<Entity, With<PacmanCollider>>,
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item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
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) {
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for event in collision_events.read() {
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if let GameEvent::Collision(entity1, entity2) = event {
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// Check if one is Pacman and the other is an item
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let (_pacman_entity, item_entity) = if pacman_query.get(*entity1).is_ok() && item_query.get(*entity2).is_ok() {
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(*entity1, *entity2)
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} else if pacman_query.get(*entity2).is_ok() && item_query.get(*entity1).is_ok() {
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(*entity2, *entity1)
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} else {
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continue;
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};
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// Get the item type and update score
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if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
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match entity_type {
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EntityType::Pellet => {
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score.0 += 10;
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}
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EntityType::PowerPellet => {
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score.0 += 50;
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}
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_ => continue,
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}
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// Remove the collected item
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commands.entity(item_ent).despawn();
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}
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}
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}
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}
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@@ -10,6 +10,7 @@ pub mod control;
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pub mod debug;
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pub mod formatting;
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pub mod input;
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pub mod item;
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pub mod movement;
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pub mod profiling;
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pub mod render;
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