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https://github.com/Xevion/Pac-Man.git
synced 2025-12-16 10:12:37 -06:00
feat: proper scheduling via SystemSet, non-conditional game systems, better collision handling
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@@ -42,30 +42,30 @@ pub fn player_control_system(
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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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// 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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***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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let GameEvent::Command(command) = event;
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match command {
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GameCommand::MovePlayer(direction) => {
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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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***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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GameCommand::Exit => {
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state.exit = true;
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}
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GameCommand::ToggleDebug => {
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debug_state.enabled = !debug_state.enabled;
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}
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GameCommand::MuteAudio => {
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audio_state.muted = !audio_state.muted;
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tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
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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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GameCommand::ToggleDebug => {
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debug_state.enabled = !debug_state.enabled;
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}
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GameCommand::MuteAudio => {
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audio_state.muted = !audio_state.muted;
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tracing::info!("Audio {}", if audio_state.muted { "muted" } else { "unmuted" });
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}
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_ => {}
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}
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}
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}
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