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https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 16:07:52 -06:00
feat: allow freezing of blinking entities, lightly refactor game.rs structure
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@@ -7,15 +7,21 @@ use bevy_ecs::{
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use crate::systems::{
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components::{DeltaTime, Renderable},
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Hidden,
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Frozen, Hidden,
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};
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#[derive(Component)]
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#[derive(Component, Debug)]
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pub struct Blinking {
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pub timer: f32,
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pub interval: f32,
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}
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impl Blinking {
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pub fn new(interval: f32) -> Self {
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Self { timer: 0.0, interval }
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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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@@ -23,20 +29,34 @@ pub struct Blinking {
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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>), With<Renderable>>,
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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) in query.iter_mut() {
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blinking.timer += time.0;
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if blinking.timer >= blinking.interval {
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blinking.timer = 0.0;
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// Add or remove the Visible component based on whether it is currently in the query
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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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} else {
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commands.entity(entity).insert(Hidden);
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}
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continue;
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}
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// Increase the timer by the delta time
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blinking.timer += time.0;
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// If the timer is less than the interval, there's nothing to do yet
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if blinking.timer < blinking.interval {
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continue;
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}
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// Subtract the interval (allows for the timer to retain partial interval progress)
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blinking.timer -= blinking.interval;
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// Toggle the Hidden component
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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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