mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 14:12:29 -06:00
refactor: use Single<> for player queries
This commit is contained in:
@@ -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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@@ -1,12 +1,11 @@
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use bevy_ecs::{
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event::{EventReader, EventWriter},
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event::EventReader,
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query::{With, Without},
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system::{Query, Res, ResMut},
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system::{Query, Res, ResMut, Single},
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};
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use tracing::trace;
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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, graph::Edge},
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systems::{
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@@ -33,32 +32,22 @@ pub fn player_control_system(
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mut state: ResMut<GlobalState>,
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mut debug_state: ResMut<DebugState>,
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mut audio_state: ResMut<AudioState>,
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mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
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mut errors: EventWriter<GameError>,
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mut player: Option<Single<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>>,
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) {
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// Handle events
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for event in events.read() {
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if let GameEvent::Command(command) = event {
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match command {
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GameCommand::MovePlayer(direction) => {
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// Get the player's movable component (ensuring there is only one player)
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let mut buffered_direction = match players.single_mut() {
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Ok(tuple) => tuple,
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Err(e) => {
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errors.write(GameError::InvalidState(format!(
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"No/multiple entities queried for player system: {}",
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e
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)));
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return;
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}
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};
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// Only handle movement if there's an unfrozen player
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if let Some(player_single) = player.as_mut() {
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trace!(direction = ?*direction, "Player direction buffered for movement");
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*buffered_direction = BufferedDirection::Some {
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***player_single = BufferedDirection::Some {
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direction: *direction,
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remaining_time: 0.25,
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};
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}
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}
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GameCommand::Exit => {
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state.exit = true;
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}
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@@ -168,8 +157,8 @@ pub fn player_movement_system(
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}
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/// Applies tunnel slowdown based on the current node tile
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pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
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if let Ok((position, mut modifiers)) = q.single_mut() {
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pub fn player_tunnel_slowdown_system(map: Res<Map>, player: Single<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
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let (position, mut modifiers) = player.into_inner();
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let node = position.current_node();
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let in_tunnel = map
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.tile_at_node(node)
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@@ -188,4 +177,3 @@ pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mu
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modifiers.tunnel_slowdown_active = in_tunnel;
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modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
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}
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}
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@@ -15,7 +15,7 @@ use bevy_ecs::{
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event::{EventReader, EventWriter},
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query::{With, Without},
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resource::Resource,
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system::{Commands, NonSendMut, Query, Res, ResMut},
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system::{Commands, NonSendMut, Query, Res, ResMut, Single},
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};
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#[derive(Resource, Clone)]
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@@ -122,7 +122,7 @@ pub fn stage_system(
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mut audio_events: EventWriter<AudioEvent>,
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mut stage_event_reader: EventReader<StageTransition>,
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mut blinking_query: Query<Entity, With<Blinking>>,
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mut player_query: Query<(Entity, &mut Position), With<PlayerControlled>>,
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player: Single<(Entity, &mut Position), With<PlayerControlled>>,
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mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
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atlas: NonSendMut<SpriteAtlas>,
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) {
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@@ -132,11 +132,7 @@ 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 pac_node = player_query
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.single_mut()
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.ok()
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.map(|(_, pos)| pos.current_node())
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.unwrap_or(map.start_positions.pacman);
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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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@@ -240,18 +236,13 @@ pub fn stage_system(
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match (old_state, new_state) {
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(GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => {
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// Freeze the player & ghosts
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for entity in player_query
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.iter_mut()
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.map(|(e, _)| e)
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.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
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{
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commands.entity(player.0).insert(Frozen);
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for (entity, _, _) in ghost_query.iter_mut() {
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commands.entity(entity).insert(Frozen);
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}
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// Hide the player & eaten ghost
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for (player_entity, _) in player_query.iter_mut() {
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commands.entity(player_entity).insert(Hidden);
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}
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commands.entity(player.0).insert(Hidden);
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commands.entity(ghost_entity).insert(Hidden);
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// Spawn bonus points entity at Pac-Man's position
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@@ -275,11 +266,8 @@ pub fn stage_system(
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}
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(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
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// Unfreeze and reveal the player & all ghosts
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for entity in player_query
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.iter_mut()
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.map(|(e, _)| e)
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.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
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{
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commands.entity(player.0).remove::<(Frozen, Hidden)>();
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for (entity, _, _) in ghost_query.iter_mut() {
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commands.entity(entity).remove::<(Frozen, Hidden)>();
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}
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@@ -288,11 +276,8 @@ pub fn stage_system(
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}
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(GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
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// Freeze the player & ghosts
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for entity in player_query
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.iter_mut()
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.map(|(e, _)| e)
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.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
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{
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commands.entity(player.0).insert(Frozen);
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for (entity, _, _) in ghost_query.iter_mut() {
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commands.entity(entity).insert(Frozen);
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}
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}
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@@ -303,23 +288,17 @@ pub fn stage_system(
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}
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// Start Pac-Man's death animation
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if let Ok((player_entity, _)) = player_query.single_mut() {
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commands
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.entity(player_entity)
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.insert((Dying, player_death_animation.0.clone()));
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}
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commands.entity(player.0).insert((Dying, player_death_animation.0.clone()));
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// Play the death sound
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audio_events.write(AudioEvent::PlayDeath);
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}
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(GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
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// Hide the player
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if let Ok((player_entity, _)) = player_query.single_mut() {
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commands.entity(player_entity).insert(Hidden);
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}
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commands.entity(player.0).insert(Hidden);
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}
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(_, GameStage::LevelRestarting) => {
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if let Ok((player_entity, mut pos)) = player_query.single_mut() {
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let (player_entity, mut pos) = player.into_inner();
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*pos = Position::Stopped {
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node: map.start_positions.pacman,
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};
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@@ -334,7 +313,6 @@ pub fn stage_system(
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.entity(player_entity)
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.remove::<(Frozen, Dying, LinearAnimation, Looping)>()
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.insert(player_animation.0.clone());
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}
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// Reset ghost positions and state
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for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() {
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@@ -354,22 +332,18 @@ pub fn stage_system(
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}
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(_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => {
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// Unhide the player & ghosts
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for entity in player_query
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.iter_mut()
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.map(|(e, _)| e)
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.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
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{
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commands.entity(player.0).remove::<Hidden>();
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for (entity, _, _) in ghost_query.iter_mut() {
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commands.entity(entity).remove::<Hidden>();
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}
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}
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(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
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// Unfreeze the player & ghosts & blinking
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for entity in player_query
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.iter_mut()
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.map(|(e, _)| e)
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.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
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.chain(blinking_query.iter_mut())
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{
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commands.entity(player.0).remove::<Frozen>();
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for (entity, _, _) in ghost_query.iter_mut() {
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commands.entity(entity).remove::<Frozen>();
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}
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for entity in blinking_query.iter_mut() {
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commands.entity(entity).remove::<Frozen>();
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}
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}
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@@ -214,11 +214,9 @@ fn test_player_control_system_no_player_entity() {
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// Run the system - should write an error
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world
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.run_system_once(player_control_system)
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.expect("System should run successfully");
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.expect("System should run successfully even with no player entity");
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// Check that an error was written (we can't easily check Events without manual management,
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// so for this test we just verify the system ran without panicking)
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// In a real implementation, you might expose error checking through the ECS world
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// The system should run successfully and simply ignore movement commands when there's no player
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}
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#[test]
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