refactor: use Single<> for player queries

This commit is contained in:
Ryan Walters
2025-09-08 16:50:17 -05:00
parent 63e1059df8
commit c163171304
4 changed files with 66 additions and 106 deletions

View File

@@ -3,7 +3,7 @@ use bevy_ecs::{
entity::Entity,
event::{EventReader, EventWriter},
query::With,
system::{Commands, Query, Res, ResMut},
system::{Commands, Query, Res, ResMut, Single},
};
use tracing::{debug, trace, warn};
@@ -123,7 +123,7 @@ pub fn ghost_collision_system(
mut stage_events: EventWriter<StageTransition>,
mut score: ResMut<ScoreResource>,
mut game_state: ResMut<GameStage>,
pacman_query: Query<Entity, With<PlayerControlled>>,
player: Single<Entity, With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
mut ghost_state_query: Query<&mut GhostState>,
mut events: EventWriter<AudioEvent>,
@@ -131,9 +131,9 @@ pub fn ghost_collision_system(
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() {
let (pacman_entity, ghost_entity) = if *entity1 == *player && ghost_query.get(*entity2).is_ok() {
(*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
} else if *entity2 == *player && ghost_query.get(*entity1).is_ok() {
(*entity2, *entity1)
} else {
continue;