mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 08:07:56 -06:00
chore: reorganize component definitions into relevant system files
This commit is contained in:
@@ -1,7 +1,7 @@
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use bevy_ecs::{
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entity::Entity,
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component::Component,
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event::{EventReader, EventWriter},
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prelude::{Commands, ResMut},
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prelude::ResMut,
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query::With,
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system::{Query, Res},
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};
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@@ -9,18 +9,110 @@ use bevy_ecs::{
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use crate::{
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error::GameError,
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events::{GameCommand, GameEvent},
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map::builder::Map,
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map::graph::Edge,
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map::{builder::Map, graph::Edge},
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systems::{
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components::{
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AudioState, ControlState, DeltaTime, EntityType, Frozen, GhostCollider, GlobalState, MovementModifiers,
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PlayerControlled, PlayerLifecycle, StartupSequence,
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},
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components::{DeltaTime, EntityType, GlobalState, MovementModifiers, PlayerControlled},
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debug::DebugState,
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movement::{BufferedDirection, Position, Velocity},
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AudioState,
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},
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};
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/// Lifecycle state for the player entity.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum PlayerLifecycle {
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Spawning,
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Alive,
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Dying,
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Respawning,
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}
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impl PlayerLifecycle {
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/// Returns true when gameplay input and movement should be active
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pub fn is_interactive(self) -> bool {
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matches!(self, PlayerLifecycle::Alive)
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}
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}
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impl Default for PlayerLifecycle {
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fn default() -> Self {
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PlayerLifecycle::Spawning
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}
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}
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/// Whether player input should be processed.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum ControlState {
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InputEnabled,
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InputLocked,
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}
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impl Default for ControlState {
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fn default() -> Self {
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Self::InputLocked
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}
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}
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/// Combat-related state for Pac-Man. Tick-based energizer logic.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum CombatState {
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Normal,
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Energized {
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/// Remaining energizer duration in ticks (frames)
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remaining_ticks: u32,
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/// Ticks until flashing begins (counts down to 0, then flashing is active)
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flash_countdown_ticks: u32,
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},
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}
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impl Default for CombatState {
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fn default() -> Self {
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CombatState::Normal
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}
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}
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impl CombatState {
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pub fn is_energized(&self) -> bool {
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matches!(self, CombatState::Energized { .. })
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}
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pub fn is_flashing(&self) -> bool {
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matches!(self, CombatState::Energized { flash_countdown_ticks, .. } if *flash_countdown_ticks == 0)
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}
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pub fn deactivate_energizer(&mut self) {
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*self = CombatState::Normal;
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}
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/// Activate energizer using tick-based durations.
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pub fn activate_energizer_ticks(&mut self, total_ticks: u32, flash_lead_ticks: u32) {
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let flash_countdown_ticks = total_ticks.saturating_sub(flash_lead_ticks);
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*self = CombatState::Energized {
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remaining_ticks: total_ticks,
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flash_countdown_ticks,
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};
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}
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/// Advance one frame. When ticks reach zero, returns to Normal.
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pub fn tick_frame(&mut self) {
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if let CombatState::Energized {
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remaining_ticks,
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flash_countdown_ticks,
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} = self
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{
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if *remaining_ticks > 0 {
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*remaining_ticks -= 1;
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if *flash_countdown_ticks > 0 {
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*flash_countdown_ticks -= 1;
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}
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}
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if *remaining_ticks == 0 {
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*self = CombatState::Normal;
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}
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}
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}
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}
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/// Processes player input commands and updates game state accordingly.
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///
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/// Handles keyboard-driven commands like movement direction changes, debug mode
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