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https://github.com/Xevion/Pac-Man.git
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1 Commits
| Author | SHA1 | Date | |
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2bdd4f0d04 |
18
src/game.rs
18
src/game.rs
@@ -15,11 +15,10 @@ use crate::systems::profiling::SystemId;
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use crate::systems::render::RenderDirty;
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use crate::systems::{
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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ghost_movement_system, hud_render_system, item_system, profile, ready_visibility_system, render_system, AudioEvent,
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AudioResource, AudioState, BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime,
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DirectionalAnimated, EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
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MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable, ScoreResource,
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StartupSequence, SystemTimings,
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ghost_movement_system, hud_render_system, item_system, profile, render_system, AudioEvent, AudioResource, AudioState,
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BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated,
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EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource,
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PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable, ScoreResource, StartupSequence, SystemTimings,
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};
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use crate::texture::animated::AnimatedTexture;
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use bevy_ecs::event::EventRegistry;
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@@ -190,7 +189,6 @@ impl Game {
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sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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layer: 0,
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visible: true,
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},
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directional_animated: DirectionalAnimated {
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textures,
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@@ -282,7 +280,6 @@ impl Game {
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(collision_system, ghost_collision_system, item_system).chain(),
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audio_system,
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blinking_system,
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ready_visibility_system,
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(
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directional_render_system,
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dirty_render_system,
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@@ -318,11 +315,7 @@ impl Game {
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let mut item = world.spawn(ItemBundle {
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position: Position::Stopped { node: node_id },
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sprite: Renderable {
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sprite,
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layer: 1,
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visible: true,
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},
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sprite: Renderable { sprite, layer: 1 },
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entity_type: item_type,
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collider: Collider { size },
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item_collider: ItemCollider,
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@@ -429,7 +422,6 @@ impl Game {
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},
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)?,
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layer: 0,
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visible: true,
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},
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directional_animated: DirectionalAnimated {
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textures,
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@@ -1,9 +1,14 @@
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use bevy_ecs::{
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component::Component,
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system::{Query, Res},
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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::components::{DeltaTime, Renderable};
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use crate::systems::{
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components::{DeltaTime, Renderable},
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Hidden,
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};
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#[derive(Component)]
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pub struct Blinking {
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@@ -15,13 +20,23 @@ pub struct Blinking {
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///
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/// This system manages entities that have both `Blinking` and `Renderable` components,
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/// accumulating time and toggling visibility when the specified interval is reached.
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pub fn blinking_system(time: Res<DeltaTime>, mut query: Query<(&mut Blinking, &mut Renderable)>) {
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for (mut blinking, mut renderable) in query.iter_mut() {
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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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) {
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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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renderable.visible = !renderable.visible;
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// Add or remove the Visible component based on whether it is currently in the query
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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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@@ -93,7 +93,6 @@ impl EntityType {
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pub struct Renderable {
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pub sprite: AtlasTile,
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pub layer: u8,
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pub visible: bool,
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}
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/// A component for entities that have a directional animated texture.
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@@ -7,6 +7,7 @@ use crate::systems::{
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};
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use crate::texture::sprite::SpriteAtlas;
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use crate::texture::text::TextTexture;
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use bevy_ecs::component::Component;
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use bevy_ecs::entity::Entity;
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use bevy_ecs::event::EventWriter;
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use bevy_ecs::query::{Changed, Or, With, Without};
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@@ -21,6 +22,9 @@ use sdl2::video::Window;
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#[derive(Resource, Default)]
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pub struct RenderDirty(pub bool);
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#[derive(Component)]
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pub struct Hidden;
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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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@@ -71,56 +75,6 @@ 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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/// Updates entity visibility based on StartupSequence stages
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pub fn ready_visibility_system(
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startup: Res<StartupSequence>,
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mut player_query: Query<&mut Renderable, (With<PlayerControlled>, Without<GhostCollider>)>,
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mut ghost_query: Query<&mut Renderable, (With<GhostCollider>, Without<PlayerControlled>)>,
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mut energizer_query: Query<(&mut Blinking, &EntityType)>,
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) {
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match *startup {
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StartupSequence::TextOnly { .. } => {
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// Hide player and ghosts, disable energizer blinking
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if let Ok(mut renderable) = player_query.single_mut() {
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renderable.visible = false;
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}
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for mut renderable in ghost_query.iter_mut() {
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renderable.visible = false;
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}
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// Disable energizer blinking in text-only stage
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for (mut blinking, entity_type) in energizer_query.iter_mut() {
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if matches!(entity_type, EntityType::PowerPellet) {
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blinking.timer = 0.0; // Reset timer to prevent blinking
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}
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}
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}
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StartupSequence::CharactersVisible { .. } => {
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// Show player and ghosts, enable energizer blinking
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if let Ok(mut renderable) = player_query.single_mut() {
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renderable.visible = true;
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}
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for mut renderable in ghost_query.iter_mut() {
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renderable.visible = true;
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}
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// Energizer blinking is handled by the blinking system
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}
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StartupSequence::GameActive => {
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// All entities are visible and blinking is normal
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if let Ok(mut renderable) = player_query.single_mut() {
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renderable.visible = true;
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}
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for mut renderable in ghost_query.iter_mut() {
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renderable.visible = true;
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}
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}
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}
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}
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/// Renders the HUD (score, lives, etc.) on top of the game.
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pub fn hud_render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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@@ -183,7 +137,7 @@ pub fn render_system(
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mut atlas: NonSendMut<SpriteAtlas>,
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map: Res<Map>,
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dirty: Res<RenderDirty>,
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renderables: Query<(Entity, &Renderable, &Position)>,
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renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
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mut errors: EventWriter<GameError>,
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) {
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if !dirty.0 {
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@@ -207,10 +161,6 @@ pub fn render_system(
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.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
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.rev()
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{
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if !renderable.visible {
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continue;
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}
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let pos = position.get_pixel_position(&map.graph);
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match pos {
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Ok(pos) => {
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@@ -4,8 +4,9 @@ use bevy_ecs::{
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resource::Resource,
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system::{Commands, Query, ResMut},
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};
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use tracing::debug;
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use crate::systems::{Frozen, GhostCollider, PlayerControlled};
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use crate::systems::{Frozen, GhostCollider, Hidden, PlayerControlled};
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#[derive(Resource, Debug, Clone, Copy)]
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pub enum StartupSequence {
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@@ -75,21 +76,14 @@ pub fn startup_stage_system(
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mut ghost_query: Query<Entity, With<GhostCollider>>,
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) {
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if let Some((from, to)) = startup.tick() {
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debug!("StartupSequence transition from {from:?} to {to:?}");
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match (from, to) {
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(StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {
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// TODO: Add TextOnly tag component to hide entities
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// TODO: Add CharactersVisible tag component to show entities
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// TODO: Remove TextOnly tag component
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}
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// (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {}
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(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
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// Remove Frozen tag from all entities and enable player input
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// Remove Frozen/Hidden tags from all entities and enable player input
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for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
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tracing::info!("Removing Frozen component from entity {}", entity);
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commands.entity(entity).remove::<Frozen>();
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commands.entity(entity).remove::<(Frozen, Hidden)>();
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}
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// TODO: Add GameActive tag component
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// TODO: Remove CharactersVisible tag component
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}
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_ => {}
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}
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