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refactor: move animation components into new systems/animation submodule
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82
src/systems/animation/blinking.rs
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82
src/systems/animation/blinking.rs
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use bevy_ecs::{
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component::Component,
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entity::Entity,
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query::{Has, With},
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system::{Commands, Query, Res},
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};
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use crate::systems::{DeltaTime, Frozen, Hidden, Renderable};
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#[derive(Component, Debug)]
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pub struct Blinking {
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pub tick_timer: u32,
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pub interval_ticks: u32,
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}
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impl Blinking {
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pub fn new(interval_ticks: u32) -> Self {
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Self {
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tick_timer: 0,
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interval_ticks,
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}
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}
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}
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/// Updates blinking entities by toggling their visibility at regular intervals.
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///
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/// This system manages entities that have both `Blinking` and `Renderable` components,
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/// accumulating ticks and toggling visibility when the specified interval is reached.
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/// Uses integer arithmetic for deterministic behavior.
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#[allow(clippy::type_complexity)]
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pub fn blinking_system(
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mut commands: Commands,
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time: Res<DeltaTime>,
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mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
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) {
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for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
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// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
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if frozen {
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if hidden {
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commands.entity(entity).remove::<Hidden>();
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}
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continue;
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}
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// Increase the timer by the delta ticks
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blinking.tick_timer += time.ticks;
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// Handle zero interval case (immediate toggling)
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if blinking.interval_ticks == 0 {
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if time.ticks > 0 {
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if hidden {
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commands.entity(entity).remove::<Hidden>();
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} else {
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commands.entity(entity).insert(Hidden);
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}
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}
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continue;
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}
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// Calculate how many complete intervals have passed
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let complete_intervals = blinking.tick_timer / blinking.interval_ticks;
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// If no complete intervals have passed, there's nothing to do yet
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if complete_intervals == 0 {
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continue;
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}
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// Update the timer to the remainder after complete intervals
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blinking.tick_timer %= blinking.interval_ticks;
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// Toggle the Hidden component for each complete interval
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// Since toggling twice is a no-op, we only need to toggle if the count is odd
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if complete_intervals % 2 == 1 {
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if hidden {
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commands.entity(entity).remove::<Hidden>();
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} else {
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commands.entity(entity).insert(Hidden);
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}
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}
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}
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}
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