diff --git a/src/game.rs b/src/game.rs index 01d53f2..56208f8 100644 --- a/src/game.rs +++ b/src/game.rs @@ -247,10 +247,7 @@ impl Game { profile(SystemId::DebugRender, debug_render_system), profile( SystemId::Present, - |mut canvas: NonSendMut<&mut Canvas>, - backbuffer: NonSendMut, - debug_state: Res, - mut dirty: ResMut| { + |mut canvas: NonSendMut<&mut Canvas>, debug_state: Res, mut dirty: ResMut| { if dirty.0 || debug_state.enabled { // Only copy backbuffer to main canvas if debug rendering is off // (debug rendering draws directly to main canvas) diff --git a/tests/player.rs b/tests/player.rs index e7a7fe5..2c2a29a 100644 --- a/tests/player.rs +++ b/tests/player.rs @@ -222,7 +222,7 @@ fn test_player_control_system_toggle_debug() { // Check that debug state changed let debug_state = world.resource::(); - assert_eq!(debug_state.enabled, true); + assert!(debug_state.enabled); } #[test] @@ -565,7 +565,7 @@ fn test_player_state_persistence_across_systems() { let position = *query.single(&world).expect("Player should exist"); // Check that the state changes persisted individually - assert_eq!(debug_state_after_toggle.enabled, true, "Debug state should have toggled"); + assert!(debug_state_after_toggle.enabled, "Debug state should have toggled"); assert!(audio_muted_after_toggle, "Audio should be muted"); // Player position depends on actual map connectivity