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https://github.com/Xevion/Pac-Man.git
synced 2025-12-16 04:12:37 -06:00
chore: fix clippy warnings
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@@ -60,7 +60,6 @@ bitflags! {
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#[derive(Component)]
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pub struct Collider {
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pub size: f32,
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pub layer: CollisionLayer,
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}
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/// Marker components for collision filtering optimization
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@@ -73,9 +72,6 @@ pub struct GhostCollider;
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#[derive(Component)]
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pub struct ItemCollider;
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#[derive(Component)]
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pub struct Score(pub u32);
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#[derive(Bundle)]
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pub struct PlayerBundle {
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pub player: PlayerControlled,
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@@ -94,7 +90,6 @@ pub struct ItemBundle {
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pub position: Position,
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pub sprite: Renderable,
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pub entity_type: EntityType,
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pub score: Score,
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pub collider: Collider,
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pub item_collider: ItemCollider,
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}
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@@ -25,7 +25,10 @@ pub fn player_system(
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let mut movable = match players.single_mut() {
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Ok(movable) => movable,
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Err(e) => {
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errors.write(GameError::InvalidState(format!("No/multiple entities queried for player system: {}", e)).into());
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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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@@ -1,6 +1,6 @@
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use num_width::NumberWidth;
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use smallvec::SmallVec;
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use std::{iter, time::Duration};
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use std::time::Duration;
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// Helper to split a duration into a integer, decimal, and unit
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fn get_value(duration: &Duration) -> (u64, u32, &'static str) {
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@@ -50,7 +50,7 @@ pub fn format_timing_display(timing_data: impl IntoIterator<Item = (String, Dura
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std_unit: &'static str,
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}
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let mut entries = iter
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let entries = iter
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.map(|(name, avg, std_dev)| {
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let (avg_int, avg_decimal, avg_unit) = get_value(&avg);
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let (std_int, std_decimal, std_unit) = get_value(&std_dev);
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@@ -20,7 +20,7 @@ pub struct EdgeProgress {
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}
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/// Pure spatial position component - works for both static and dynamic entities.
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#[derive(Component, Debug, Copy, Clone, PartialEq)]
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#[derive(Component, Debug, Copy, Clone, PartialEq, Default)]
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pub struct Position {
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/// The current/primary node this entity is at or traveling from
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pub node: NodeId,
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@@ -29,10 +29,13 @@ pub struct Position {
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}
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/// Explicit movement state - only for entities that can move.
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#[derive(Component, Debug, Clone, Copy, PartialEq)]
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#[derive(Component, Debug, Clone, Copy, PartialEq, Default)]
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pub enum MovementState {
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#[default]
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Stopped,
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Moving { direction: Direction },
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Moving {
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direction: Direction,
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},
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}
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/// Movement capability and parameters - only for entities that can move.
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@@ -83,15 +86,6 @@ impl Position {
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}
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}
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impl Default for Position {
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fn default() -> Self {
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Position {
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node: 0,
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edge_progress: None,
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}
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}
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}
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#[allow(dead_code)]
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impl Position {
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/// Returns `true` if the position is exactly at a node (not traveling).
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@@ -10,6 +10,7 @@ use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
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use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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#[allow(clippy::type_complexity)]
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pub fn dirty_render_system(
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mut dirty: ResMut<RenderDirty>,
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changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
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@@ -47,7 +48,7 @@ pub fn directional_render_system(
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renderable.sprite = new_tile;
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}
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} else {
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errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
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errors.write(TextureError::RenderFailed("Entity has no texture".to_string()).into());
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continue;
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}
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}
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@@ -59,6 +60,7 @@ pub struct MapTextureResource(pub Texture<'static>);
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/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
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pub struct BackbufferResource(pub Texture<'static>);
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#[allow(clippy::too_many_arguments)]
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pub fn render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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map_texture: NonSendMut<MapTextureResource>,
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@@ -105,7 +107,7 @@ pub fn render_system(
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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}
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Err(e) => {
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errors.write(e.into());
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errors.write(e);
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}
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}
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}
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