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https://github.com/Xevion/Pac-Man.git
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refactor: use Single<> for player queries
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@@ -3,7 +3,7 @@ use bevy_ecs::{
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entity::Entity,
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event::{EventReader, EventWriter},
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query::With,
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system::{Commands, Query, Res, ResMut},
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system::{Commands, Query, Res, ResMut, Single},
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};
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use tracing::{debug, trace, warn};
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@@ -123,7 +123,7 @@ pub fn ghost_collision_system(
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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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pacman_query: Query<Entity, With<PlayerControlled>>,
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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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@@ -131,9 +131,9 @@ pub fn ghost_collision_system(
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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 pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
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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 pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
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} else if *entity2 == *player && ghost_query.get(*entity1).is_ok() {
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(*entity2, *entity1)
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} else {
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continue;
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