refactor: remove unused component, simplify visibility check defaulting behavior, reformat STORY.md

This commit is contained in:
Ryan Walters
2025-09-10 11:17:12 -05:00
parent 5563b64044
commit 7b6dad0c74
5 changed files with 5 additions and 14 deletions

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@@ -412,8 +412,8 @@ The bigger downside was that I had to toss out almost all the existing code for
This ended up being okay though, as I was able to clean up a lot of gross code, and the system ended up being easier to work with by comparison. This ended up being okay though, as I was able to clean up a lot of gross code, and the system ended up being easier to work with by comparison.
[code-review-video]: https://www.youtube.com/watch?v=OKs_JewEeOo
[code-review-thumbnail]: https://img.youtube.com/vi/OKs_JewEeOo/hqdefault.jpg [code-review-thumbnail]: https://img.youtube.com/vi/OKs_JewEeOo/hqdefault.jpg
[code-review-video]: https://www.youtube.com/watch?v=OKs_JewEeOo
[fighting-lifetimes-1]: https://devcry.heiho.net/html/2022/20220709-rust-and-sdl2-fighting-with-lifetimes.html [fighting-lifetimes-1]: https://devcry.heiho.net/html/2022/20220709-rust-and-sdl2-fighting-with-lifetimes.html
[fighting-lifetimes-2]: https://devcry.heiho.net/html/2022/20220716-rust-and-sdl2-fighting-with-lifetimes-2.html [fighting-lifetimes-2]: https://devcry.heiho.net/html/2022/20220716-rust-and-sdl2-fighting-with-lifetimes-2.html
[fighting-lifetimes-3]: https://devcry.heiho.net/html/2022/20220724-rust-and-sdl2-fighting-with-lifetimes-3.html [fighting-lifetimes-3]: https://devcry.heiho.net/html/2022/20220724-rust-and-sdl2-fighting-with-lifetimes-3.html

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@@ -175,11 +175,6 @@ impl Map {
remaining_distance: distance / 2.0, remaining_distance: distance / 2.0,
}; };
tracing::warn!(
fruit_spawn_position = ?fruit_spawn_position,
"Fruit spawn position found"
);
let start_positions = NodePositions { let start_positions = NodePositions {
pacman: grid_to_node[&start_pos], pacman: grid_to_node[&start_pos],
blinky: house_entrance_node_id, blinky: house_entrance_node_id,

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@@ -22,10 +22,6 @@ use bevy_ecs::system::{Commands, Query, Res};
use rand::seq::IndexedRandom; use rand::seq::IndexedRandom;
use smallvec::SmallVec; use smallvec::SmallVec;
/// Tag component for eaten ghosts
#[derive(Component, Debug, Clone, Copy)]
pub struct Eaten;
/// Tag component for Pac-Man during his death animation. /// Tag component for Pac-Man during his death animation.
/// This is mainly because the Frozen tag would stop both movement and animation, while the Dying tag can signal that the animation should continue despite being frozen. /// This is mainly because the Frozen tag would stop both movement and animation, while the Dying tag can signal that the animation should continue despite being frozen.
#[derive(Component, Debug, Clone, Copy)] #[derive(Component, Debug, Clone, Copy)]

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@@ -146,7 +146,7 @@ pub fn render_system(
// Collect and filter visible entities, then sort by layer // Collect and filter visible entities, then sort by layer
let mut visible_entities: Vec<_> = renderables let mut visible_entities: Vec<_> = renderables
.iter() .iter()
.filter(|(_, _, _, _, visibility)| visibility.map(|v| v.is_visible()).unwrap_or(true)) .filter(|(_, _, _, _, visibility)| visibility.copied().unwrap_or_default().is_visible())
.collect(); .collect();
visible_entities.sort_by_key(|(_, renderable, _, _, _)| renderable.layer); visible_entities.sort_by_key(|(_, renderable, _, _, _)| renderable.layer);

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@@ -6,8 +6,8 @@ use crate::systems::SpawnTrigger;
use crate::{ use crate::{
map::builder::Map, map::builder::Map,
systems::{ systems::{
AudioEvent, Blinking, DirectionalAnimation, Dying, Eaten, Frozen, Ghost, GhostCollider, GhostState, LinearAnimation, AudioEvent, Blinking, DirectionalAnimation, Dying, Frozen, Ghost, GhostCollider, GhostState, LinearAnimation, Looping,
Looping, NodeId, PlayerControlled, Position, Visibility, NodeId, PlayerControlled, Position, Visibility,
}, },
}; };
use bevy_ecs::{ use bevy_ecs::{
@@ -296,7 +296,7 @@ pub fn stage_system(
}; };
commands commands
.entity(ghost_entity) .entity(ghost_entity)
.remove::<(Frozen, Eaten)>() .remove::<Frozen>()
.insert((Visibility::visible(), GhostState::Normal)); .insert((Visibility::visible(), GhostState::Normal));
} }
} }