chore: reorganize component definitions into relevant system files

This commit is contained in:
Ryan Walters
2025-08-28 12:54:52 -05:00
parent 80ebf08dd3
commit ad3f896f82
14 changed files with 329 additions and 341 deletions

View File

@@ -1,15 +1,4 @@
use bevy_ecs::entity::Entity;
use bevy_ecs::event::{EventReader, EventWriter};
use bevy_ecs::query::{With, Without};
use bevy_ecs::system::{Commands, Query, Res, ResMut};
use rand::rngs::SmallRng;
use rand::seq::IndexedRandom;
use rand::SeedableRng;
use smallvec::SmallVec;
use crate::events::GameEvent;
use crate::systems::audio::AudioEvent;
use crate::systems::components::{Frozen, GhostCollider, ScoreResource};
use crate::systems::components::Frozen;
use crate::{
map::{
builder::Map,
@@ -17,10 +6,16 @@ use crate::{
graph::{Edge, TraversalFlags},
},
systems::{
components::{CombatState, DeltaTime, Ghost, PlayerControlled},
components::{DeltaTime, Ghost},
movement::{Position, Velocity},
},
};
use bevy_ecs::query::Without;
use bevy_ecs::system::{Query, Res};
use rand::rngs::SmallRng;
use rand::seq::IndexedRandom;
use rand::SeedableRng;
use smallvec::SmallVec;
/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
pub fn ghost_movement_system(
@@ -73,46 +68,3 @@ pub fn ghost_movement_system(
}
}
}
pub fn ghost_collision_system(
mut commands: Commands,
mut collision_events: EventReader<GameEvent>,
mut score: ResMut<ScoreResource>,
pacman_query: Query<&CombatState, With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
mut events: EventWriter<AudioEvent>,
) {
for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is a ghost
let (pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
(*entity2, *entity1)
} else {
continue;
};
// Check if Pac-Man is energized
if let Ok(combat_state) = pacman_query.get(pacman_entity) {
if combat_state.is_energized() {
// Pac-Man eats the ghost
if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
// Add score (200 points per ghost eaten)
score.0 += 200;
// Remove the ghost
commands.entity(ghost_ent).despawn();
// Play eat sound
events.write(AudioEvent::PlayEat);
}
} else {
// Pac-Man dies (this would need a death system)
// For now, just log it
tracing::warn!("Pac-Man collided with ghost while not energized!");
}
}
}
}
}