mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-17 18:12:36 -06:00
feat: rewrite ghost/item collision eventing into trigger-based observer
This commit is contained in:
@@ -1,15 +1,16 @@
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use bevy_ecs::{
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component::Component,
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entity::Entity,
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event::{EventReader, EventWriter},
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event::EventWriter,
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observer::Trigger,
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query::With,
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system::{Commands, Query, Res, ResMut, Single},
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system::{Commands, Query, Res, ResMut},
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};
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use tracing::{debug, trace, warn};
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use crate::events::{GameEvent, StageTransition};
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use crate::events::{CollisionTrigger, StageTransition};
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use crate::map::builder::Map;
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use crate::systems::{movement::Position, AudioEvent, DyingSequence, Frozen, GameStage, Ghost, PlayerControlled, ScoreResource};
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use crate::systems::{movement::Position, AudioEvent, DyingSequence, GameStage, Ghost, ScoreResource};
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use crate::{error::GameError, systems::GhostState};
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/// A component for defining the collision area of an entity.
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@@ -55,11 +56,11 @@ pub fn check_collision(
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Ok(collider1.collides_with(collider2.size, distance))
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}
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/// Detects overlapping entities and generates collision events for gameplay systems.
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/// Detects overlapping entities and triggers collision observers immediately.
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///
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/// Performs distance-based collision detection between Pac-Man and collectible items
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/// using each entity's position and collision radius. When entities overlap, emits
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/// a `GameEvent::Collision` for the item system to handle scoring and removal.
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/// using each entity's position and collision radius. When entities overlap, triggers
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/// collision observers for immediate handling without race conditions.
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/// Collision detection accounts for both entities being in motion and supports
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/// circular collision boundaries for accurate gameplay feel.
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///
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@@ -70,8 +71,8 @@ pub fn collision_system(
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map: Res<Map>,
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pacman_query: Query<(Entity, &Position, &Collider), With<PacmanCollider>>,
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item_query: Query<(Entity, &Position, &Collider), With<ItemCollider>>,
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ghost_query: Query<(Entity, &Position, &Collider), With<GhostCollider>>,
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mut events: EventWriter<GameEvent>,
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ghost_query: Query<(Entity, &Position, &Collider, &Ghost), With<GhostCollider>>,
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mut commands: Commands,
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mut errors: EventWriter<GameError>,
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) {
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// Check PACMAN × ITEM collisions
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@@ -80,8 +81,11 @@ pub fn collision_system(
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match check_collision(pacman_pos, pacman_collider, item_pos, item_collider, &map) {
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Ok(colliding) => {
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if colliding {
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trace!(pacman_entity = ?pacman_entity, item_entity = ?item_entity, "Item collision detected");
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events.write(GameEvent::Collision(pacman_entity, item_entity));
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trace!("Item collision detected");
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commands.trigger(CollisionTrigger::ItemCollision {
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pacman: pacman_entity,
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item: item_entity,
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});
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}
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}
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Err(e) => {
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@@ -94,12 +98,16 @@ pub fn collision_system(
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}
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// Check PACMAN × GHOST collisions
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for (ghost_entity, ghost_pos, ghost_collider) in ghost_query.iter() {
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for (ghost_entity, ghost_pos, ghost_collider, ghost) in ghost_query.iter() {
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match check_collision(pacman_pos, pacman_collider, ghost_pos, ghost_collider, &map) {
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Ok(colliding) => {
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if colliding {
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trace!(pacman_entity = ?pacman_entity, ghost_entity = ?ghost_entity, "Ghost collision detected");
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events.write(GameEvent::Collision(pacman_entity, ghost_entity));
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trace!(ghost = ?ghost, "Ghost collision detected");
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commands.trigger(CollisionTrigger::GhostCollision {
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pacman: pacman_entity,
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ghost: ghost_entity,
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ghost_type: ghost.clone(),
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});
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}
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}
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Err(e) => {
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@@ -113,56 +121,110 @@ pub fn collision_system(
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}
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}
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/// Observer for handling ghost collisions immediately when they occur
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#[allow(clippy::too_many_arguments)]
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pub fn ghost_collision_system(
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mut commands: Commands,
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mut collision_events: EventReader<GameEvent>,
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pub fn ghost_collision_observer(
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trigger: Trigger<CollisionTrigger>,
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mut stage_events: EventWriter<StageTransition>,
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mut score: ResMut<ScoreResource>,
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mut game_state: ResMut<GameStage>,
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player: Single<Entity, With<PlayerControlled>>,
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ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
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mut ghost_state_query: Query<&mut GhostState>,
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mut events: EventWriter<AudioEvent>,
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) {
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for event in collision_events.read() {
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if let GameEvent::Collision(entity1, entity2) = event {
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// Check if one is Pacman and the other is a ghost
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let (pacman_entity, ghost_entity) = if *entity1 == *player && ghost_query.get(*entity2).is_ok() {
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(*entity1, *entity2)
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} else if *entity2 == *player && ghost_query.get(*entity1).is_ok() {
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(*entity2, *entity1)
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if let CollisionTrigger::GhostCollision {
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pacman: _pacman,
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ghost,
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ghost_type,
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} = *trigger
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{
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// Check if the ghost is frightened
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if let Ok(ghost_state) = ghost_state_query.get_mut(ghost) {
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// Check if ghost is in frightened state
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if matches!(*ghost_state, GhostState::Frightened { .. }) {
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// Pac-Man eats the ghost
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// Add score (200 points per ghost eaten)
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debug!(ghost = ?ghost_type, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
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score.0 += 200;
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// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
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// Request transition via event so stage_system can process it
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stage_events.write(StageTransition::GhostEatenPause {
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ghost_entity: ghost,
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ghost_type: ghost_type,
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});
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// Play eat sound
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events.write(AudioEvent::PlayEat);
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} else if matches!(*ghost_state, GhostState::Normal) {
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// Pac-Man dies
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warn!(ghost = ?ghost_type, "Pacman hit by normal ghost, player dies");
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*game_state = GameStage::PlayerDying(DyingSequence::Frozen { remaining_ticks: 60 });
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events.write(AudioEvent::StopAll);
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} else {
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continue;
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};
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trace!(ghost_state = ?*ghost_state, "Ghost collision ignored due to state");
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}
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}
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}
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}
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// Check if the ghost is frightened
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if let Ok((ghost_ent, _ghost_type)) = ghost_query.get(ghost_entity) {
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if let Ok(ghost_state) = ghost_state_query.get_mut(ghost_ent) {
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// Check if ghost is in frightened state
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if matches!(*ghost_state, GhostState::Frightened { .. }) {
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// Pac-Man eats the ghost
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// Add score (200 points per ghost eaten)
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debug!(ghost_entity = ?ghost_ent, score_added = 200, new_score = score.0 + 200, "Pacman ate frightened ghost");
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score.0 += 200;
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/// Observer for handling item collisions immediately when they occur
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#[allow(clippy::too_many_arguments)]
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pub fn item_collision_observer(
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trigger: Trigger<CollisionTrigger>,
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mut commands: Commands,
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mut score: ResMut<ScoreResource>,
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mut pellet_count: ResMut<crate::systems::PelletCount>,
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item_query: Query<(Entity, &crate::systems::EntityType, &Position), With<ItemCollider>>,
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mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
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mut events: EventWriter<AudioEvent>,
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) {
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if let CollisionTrigger::ItemCollision { pacman: _pacman, item } = *trigger {
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// Get the item type and update score
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if let Ok((item_ent, entity_type, position)) = item_query.get(item) {
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if let Some(score_value) = entity_type.score_value() {
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trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
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score.0 += score_value;
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// Enter short pause to show bonus points, hide ghost, then set Eyes after pause
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// Request transition via event so stage_system can process it
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stage_events.write(StageTransition::GhostEatenPause { ghost_entity: ghost_ent });
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// Remove the collected item
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commands.entity(item_ent).despawn();
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// Play eat sound
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events.write(AudioEvent::PlayEat);
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} else if matches!(*ghost_state, GhostState::Normal) {
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// Pac-Man dies
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warn!(ghost_entity = ?ghost_ent, "Pacman hit by normal ghost, player dies");
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*game_state = GameStage::PlayerDying(DyingSequence::Frozen { remaining_ticks: 60 });
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commands.entity(pacman_entity).insert(Frozen);
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commands.entity(ghost_entity).insert(Frozen);
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events.write(AudioEvent::StopAll);
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} else {
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trace!(ghost_state = ?*ghost_state, "Ghost collision ignored due to state");
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// Track pellet consumption for fruit spawning
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if *entity_type == crate::systems::EntityType::Pellet {
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pellet_count.0 += 1;
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trace!(pellet_count = pellet_count.0, "Pellet consumed");
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// Check if we should spawn a fruit
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if pellet_count.0 == 5 || pellet_count.0 == 170 {
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debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
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commands.trigger(crate::systems::SpawnTrigger::Fruit);
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}
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}
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// Trigger bonus points effect if a fruit is collected
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if matches!(*entity_type, crate::systems::EntityType::Fruit(_)) {
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commands.trigger(crate::systems::SpawnTrigger::Bonus {
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position: *position,
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value: entity_type.score_value().unwrap(),
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ttl: 60 * 2,
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});
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}
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// Trigger audio if appropriate
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if entity_type.is_collectible() {
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events.write(AudioEvent::PlayEat);
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}
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// Make ghosts frightened when power pellet is collected
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if matches!(*entity_type, crate::systems::EntityType::PowerPellet) {
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debug!(duration_ticks = 300, "Power pellet collected, frightening ghosts");
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for mut ghost_state in ghost_query.iter_mut() {
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*ghost_state = GhostState::new_frightened(300, 60);
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}
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debug!(
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frightened_count = ghost_query.iter().count(),
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"Ghosts set to frightened state"
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);
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}
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}
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}
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}
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@@ -1,12 +1,10 @@
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use bevy_ecs::{
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entity::Entity,
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event::{Event, EventReader, EventWriter},
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event::Event,
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observer::Trigger,
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query::With,
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system::{Commands, NonSendMut, Query, Res, ResMut, Single},
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system::{Commands, NonSendMut, Res},
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};
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use strum_macros::IntoStaticStr;
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use tracing::{debug, trace};
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use tracing::debug;
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use crate::{
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constants,
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@@ -18,12 +16,7 @@ use crate::{
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},
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};
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use crate::{
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constants::animation::FRIGHTENED_FLASH_START_TICKS,
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events::GameEvent,
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systems::common::components::EntityType,
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systems::{AudioEvent, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
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};
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use crate::{systems::common::components::EntityType, systems::ItemCollider};
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/// Tracks the number of pellets consumed by the player for fruit spawning mechanics.
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#[derive(bevy_ecs::resource::Resource, Debug, Default)]
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@@ -73,85 +66,6 @@ impl FruitType {
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn item_system(
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mut commands: Commands,
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mut collision_events: EventReader<GameEvent>,
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mut score: ResMut<ScoreResource>,
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mut pellet_count: ResMut<PelletCount>,
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pacman: Single<Entity, With<PacmanCollider>>,
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item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
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mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
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mut events: EventWriter<AudioEvent>,
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) {
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for event in collision_events.read() {
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if let GameEvent::Collision(entity1, entity2) = event {
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// Check if one is Pacman and the other is an item
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let (_, item_entity) = if *pacman == *entity1 && item_query.get(*entity2).is_ok() {
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(*pacman, *entity2)
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} else if *pacman == *entity2 && item_query.get(*entity1).is_ok() {
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(*pacman, *entity1)
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} else {
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continue;
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};
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// Get the item type and update score
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if let Ok((item_ent, entity_type, position)) = item_query.get(item_entity) {
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if let Some(score_value) = entity_type.score_value() {
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trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
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score.0 += score_value;
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// Remove the collected item
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commands.entity(item_ent).despawn();
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// Track pellet consumption for fruit spawning
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if *entity_type == EntityType::Pellet {
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pellet_count.0 += 1;
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trace!(pellet_count = pellet_count.0, "Pellet consumed");
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// Check if we should spawn a fruit
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if pellet_count.0 == 5 || pellet_count.0 == 170 {
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debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
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commands.trigger(SpawnTrigger::Fruit);
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}
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}
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// Trigger bonus points effect if a fruit is collected
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if matches!(*entity_type, EntityType::Fruit(_)) {
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commands.trigger(SpawnTrigger::Bonus {
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position: *position,
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value: entity_type.score_value().unwrap(),
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ttl: 60 * 2,
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});
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}
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// Trigger audio if appropriate
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if entity_type.is_collectible() {
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events.write(AudioEvent::PlayEat);
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}
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// Make ghosts frightened when power pellet is collected
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if matches!(*entity_type, EntityType::PowerPellet) {
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// Convert seconds to frames (assumes 60 FPS)
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let total_ticks = 60 * 5; // 5 seconds total
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debug!(duration_ticks = total_ticks, "Power pellet collected, frightening ghosts");
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// Set all ghosts to frightened state, except those in Eyes state
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let mut frightened_count = 0;
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for mut ghost_state in ghost_query.iter_mut() {
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if !matches!(*ghost_state, GhostState::Eyes) {
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*ghost_state = GhostState::new_frightened(total_ticks, FRIGHTENED_FLASH_START_TICKS);
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frightened_count += 1;
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}
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}
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debug!(frightened_count, "Ghosts set to frightened state");
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}
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}
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}
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}
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}
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}
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/// Trigger to spawn a fruit
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#[derive(Event, Clone, Copy, Debug)]
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pub enum SpawnTrigger {
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@@ -34,6 +34,7 @@ pub enum GameStage {
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GhostEatenPause {
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remaining_ticks: u32,
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ghost_entity: Entity,
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ghost_type: Ghost,
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node: NodeId,
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},
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/// The player has died and the death sequence is in progress.
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@@ -112,13 +113,17 @@ pub fn stage_system(
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// Handle stage transition requests before normal ticking
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for event in stage_event_reader.read() {
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let StageTransition::GhostEatenPause { ghost_entity } = *event;
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let StageTransition::GhostEatenPause {
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ghost_entity,
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ghost_type,
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} = *event;
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let pac_node = player.1.current_node();
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debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
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new_state = Some(GameStage::GhostEatenPause {
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remaining_ticks: 30,
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ghost_entity,
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ghost_type,
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node: pac_node,
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});
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}
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@@ -131,7 +136,6 @@ pub fn stage_system(
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remaining_ticks: remaining_ticks - 1,
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})
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} else {
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debug!("Transitioning from text-only to characters visible startup stage");
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GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
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}
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}
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@@ -150,12 +154,14 @@ pub fn stage_system(
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GameStage::GhostEatenPause {
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remaining_ticks,
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ghost_entity,
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ghost_type,
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node,
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} => {
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if remaining_ticks > 0 {
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GameStage::GhostEatenPause {
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remaining_ticks: remaining_ticks.saturating_sub(1),
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ghost_entity,
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ghost_type,
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node,
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}
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} else {
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