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https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 10:12:33 -06:00
feat: better 'Vulnerable' tag for ghosts, fix movement issues
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@@ -7,7 +7,7 @@ use bevy_ecs::{
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use crate::{
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events::GameEvent,
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systems::{AudioEvent, CombatState, EntityType, ItemCollider, LevelTiming, PacmanCollider, ScoreResource},
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systems::{AudioEvent, EntityType, GhostCollider, ItemCollider, LevelTiming, PacmanCollider, ScoreResource, Vulnerable},
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};
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/// Determines if a collision between two entity types should be handled by the item system.
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@@ -26,8 +26,8 @@ pub fn item_system(
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mut collision_events: EventReader<GameEvent>,
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mut score: ResMut<ScoreResource>,
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pacman_query: Query<Entity, With<PacmanCollider>>,
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mut combat_q: Query<&mut CombatState, With<PacmanCollider>>,
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item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
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ghost_query: Query<Entity, With<GhostCollider>>,
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mut events: EventWriter<AudioEvent>,
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level_timing: Res<LevelTiming>,
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) {
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@@ -55,16 +55,16 @@ pub fn item_system(
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events.write(AudioEvent::PlayEat);
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}
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// Activate energizer on power pellet using tick-based durations
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// Make ghosts vulnerable when power pellet is collected
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if *entity_type == EntityType::PowerPellet {
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if let Ok(mut combat) = combat_q.single_mut() {
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// Convert seconds to frames (assumes 60 FPS)
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let total_ticks = (level_timing.energizer_duration * 60.0).round().clamp(0.0, u32::MAX as f32) as u32;
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// Flash lead: e.g., 3 seconds (180 ticks) before end; ensure it doesn't underflow
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let flash_lead_ticks = (level_timing.energizer_flash_threshold * 60.0)
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.round()
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.clamp(0.0, u32::MAX as f32) as u32;
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combat.activate_energizer_ticks(total_ticks, flash_lead_ticks);
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// Convert seconds to frames (assumes 60 FPS)
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let total_ticks = (level_timing.energizer_duration * 60.0).round().clamp(0.0, u32::MAX as f32) as u32;
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// Add Vulnerable component to all ghosts
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for ghost_entity in ghost_query.iter() {
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commands.entity(ghost_entity).insert(Vulnerable {
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remaining_ticks: total_ticks,
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});
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}
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}
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}
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