feat: rewrite ghost/item collision eventing into trigger-based observer

This commit is contained in:
Ryan Walters
2025-09-10 17:15:15 -05:00
parent abf341d753
commit ae19ca1795
9 changed files with 240 additions and 222 deletions

View File

@@ -34,6 +34,7 @@ pub enum GameStage {
GhostEatenPause {
remaining_ticks: u32,
ghost_entity: Entity,
ghost_type: Ghost,
node: NodeId,
},
/// The player has died and the death sequence is in progress.
@@ -112,13 +113,17 @@ pub fn stage_system(
// Handle stage transition requests before normal ticking
for event in stage_event_reader.read() {
let StageTransition::GhostEatenPause { ghost_entity } = *event;
let StageTransition::GhostEatenPause {
ghost_entity,
ghost_type,
} = *event;
let pac_node = player.1.current_node();
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
new_state = Some(GameStage::GhostEatenPause {
remaining_ticks: 30,
ghost_entity,
ghost_type,
node: pac_node,
});
}
@@ -131,7 +136,6 @@ pub fn stage_system(
remaining_ticks: remaining_ticks - 1,
})
} else {
debug!("Transitioning from text-only to characters visible startup stage");
GameStage::Starting(StartupSequence::CharactersVisible { remaining_ticks: 60 })
}
}
@@ -150,12 +154,14 @@ pub fn stage_system(
GameStage::GhostEatenPause {
remaining_ticks,
ghost_entity,
ghost_type,
node,
} => {
if remaining_ticks > 0 {
GameStage::GhostEatenPause {
remaining_ticks: remaining_ticks.saturating_sub(1),
ghost_entity,
ghost_type,
node,
}
} else {