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https://github.com/Xevion/Pac-Man.git
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feat: improve tracing logs application-wide
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@@ -13,6 +13,7 @@ use crate::{
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movement::{Position, Velocity},
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},
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};
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use tracing::{debug, trace, warn};
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use crate::systems::GhostAnimations;
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use bevy_ecs::query::Without;
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@@ -45,8 +46,10 @@ pub fn ghost_movement_system(
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let new_edge: Edge = if non_opposite_options.is_empty() {
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if let Some(edge) = intersection.get(opposite) {
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trace!(node = current_node, ghost = ?_ghost, direction = ?opposite, "Ghost forced to reverse direction");
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edge
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} else {
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warn!(node = current_node, ghost = ?_ghost, "Ghost stuck with no available directions");
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break;
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}
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} else {
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@@ -118,6 +121,7 @@ pub fn eaten_ghost_system(
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// Reached target node, check if we're at ghost house center
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if to == ghost_house_center {
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// Respawn the ghost - set state back to normal
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debug!(ghost = ?ghost_type, "Eaten ghost reached ghost house, respawning as normal");
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*ghost_state = GhostState::Normal;
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// Reset to stopped at ghost house center
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*position = Position::Stopped {
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@@ -194,6 +198,7 @@ pub fn ghost_state_system(
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// Only update animation if the animation state actually changed
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let current_animation_state = ghost_state.animation_state();
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if last_animation_state.0 != current_animation_state {
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trace!(ghost = ?ghost_type, old_state = ?last_animation_state.0, new_state = ?current_animation_state, "Ghost animation state changed");
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match current_animation_state {
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GhostAnimation::Frightened { flash } => {
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// Remove DirectionalAnimation, add LinearAnimation with Looping component
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@@ -212,6 +217,7 @@ pub fn ghost_state_system(
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}
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GhostAnimation::Eyes => {
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// Remove LinearAnimation and Looping, add DirectionalAnimation (eyes animation)
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trace!(ghost = ?ghost_type, "Switching to eyes animation for eaten ghost");
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commands
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.entity(entity)
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.remove::<(LinearAnimation, Looping)>()
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