chore: remove LevelTiming resource

This commit is contained in:
Ryan Walters
2025-08-28 13:21:21 -05:00
parent d3e83262db
commit 633d467f2c
3 changed files with 5 additions and 44 deletions

View File

@@ -141,35 +141,6 @@ impl Default for MovementModifiers {
}
}
/// Level-dependent timing configuration
#[derive(Resource, Debug, Clone, Copy)]
pub struct LevelTiming {
/// Duration of energizer effect in seconds
pub energizer_duration: f32,
/// Freeze duration at spawn/ready in seconds
pub spawn_freeze_duration: f32,
/// When to start flashing relative to energizer end (seconds)
pub energizer_flash_threshold: f32,
}
impl Default for LevelTiming {
fn default() -> Self {
Self {
energizer_duration: 6.0,
spawn_freeze_duration: 1.5,
energizer_flash_threshold: 2.0,
}
}
}
impl LevelTiming {
/// Returns timing configuration for a given level.
pub fn for_level(_level: u32) -> Self {
// Placeholder: tune per the Pac-Man Dossier tables
Self::default()
}
}
/// Tag component for entities that should be frozen during startup
#[derive(Component, Debug, Clone, Copy)]
pub struct Frozen;

View File

@@ -7,7 +7,7 @@ use bevy_ecs::{
use crate::{
events::GameEvent,
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, LevelTiming, PacmanCollider, ScoreResource, Vulnerable},
systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, PacmanCollider, ScoreResource, Vulnerable},
};
/// Determines if a collision between two entity types should be handled by the item system.
@@ -29,7 +29,6 @@ pub fn item_system(
item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
ghost_query: Query<Entity, With<GhostCollider>>,
mut events: EventWriter<AudioEvent>,
level_timing: Res<LevelTiming>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
@@ -58,7 +57,7 @@ pub fn item_system(
// Make ghosts vulnerable when power pellet is collected
if *entity_type == EntityType::PowerPellet {
// Convert seconds to frames (assumes 60 FPS)
let total_ticks = (level_timing.energizer_duration * 60.0).round().clamp(0.0, u32::MAX as f32) as u32;
let total_ticks = 60 * 5;
// Add Vulnerable component to all ghosts
for ghost_entity in ghost_query.iter() {