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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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5bdf11dfb6 | ||
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c163171304 |
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
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|||||||
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[[package]]
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[[package]]
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name = "pacman"
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name = "pacman"
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version = "0.78.2"
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version = "0.78.3"
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dependencies = [
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dependencies = [
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"anyhow",
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"anyhow",
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"bevy_ecs",
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"bevy_ecs",
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@@ -1,6 +1,6 @@
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[package]
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[package]
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name = "pacman"
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name = "pacman"
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version = "0.78.2"
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version = "0.78.3"
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authors = ["Xevion"]
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authors = ["Xevion"]
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edition = "2021"
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edition = "2021"
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rust-version = "1.86.0"
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rust-version = "1.86.0"
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19
src/game.rs
19
src/game.rs
@@ -714,12 +714,23 @@ impl Game {
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timings.add_total_timing(total_duration, new_tick);
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timings.add_total_timing(total_duration, new_tick);
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|
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// Log performance warnings for slow frames
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// Log performance warnings for slow frames
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if total_duration.as_millis() > 20 {
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if total_duration.as_millis() > 17 {
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// Warn if frame takes more than 20ms
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// Warn if frame takes too long
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|
let slowest_systems = timings.get_slowest_systems();
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let systems_context = if slowest_systems.is_empty() {
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"No specific systems identified".to_string()
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|
} else {
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|
slowest_systems
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|
.iter()
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|
.map(|(id, duration)| format!("{} ({:.2?})", id, duration))
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|
.collect::<Vec<String>>()
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.join(", ")
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};
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|
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warn!(
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warn!(
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duration_ms = total_duration.as_millis(),
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total = format!("{:.3?}", total_duration),
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frame_dt = ?std::time::Duration::from_secs_f32(dt),
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tick = new_tick,
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tick = new_tick,
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systems = systems_context,
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"Frame took longer than expected"
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"Frame took longer than expected"
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);
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);
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}
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}
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@@ -3,7 +3,7 @@ use bevy_ecs::{
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entity::Entity,
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entity::Entity,
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event::{EventReader, EventWriter},
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event::{EventReader, EventWriter},
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query::With,
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query::With,
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system::{Commands, Query, Res, ResMut},
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system::{Commands, Query, Res, ResMut, Single},
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};
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};
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use tracing::{debug, trace, warn};
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use tracing::{debug, trace, warn};
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|
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@@ -123,7 +123,7 @@ pub fn ghost_collision_system(
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mut stage_events: EventWriter<StageTransition>,
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mut stage_events: EventWriter<StageTransition>,
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mut score: ResMut<ScoreResource>,
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mut score: ResMut<ScoreResource>,
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mut game_state: ResMut<GameStage>,
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mut game_state: ResMut<GameStage>,
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pacman_query: Query<Entity, With<PlayerControlled>>,
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player: Single<Entity, With<PlayerControlled>>,
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ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
|
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
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mut ghost_state_query: Query<&mut GhostState>,
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mut ghost_state_query: Query<&mut GhostState>,
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mut events: EventWriter<AudioEvent>,
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mut events: EventWriter<AudioEvent>,
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@@ -131,9 +131,9 @@ pub fn ghost_collision_system(
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for event in collision_events.read() {
|
for event in collision_events.read() {
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if let GameEvent::Collision(entity1, entity2) = event {
|
if let GameEvent::Collision(entity1, entity2) = event {
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// Check if one is Pacman and the other is a ghost
|
// Check if one is Pacman and the other is a ghost
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let (pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() {
|
let (pacman_entity, ghost_entity) = if *entity1 == *player && ghost_query.get(*entity2).is_ok() {
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(*entity1, *entity2)
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(*entity1, *entity2)
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} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() {
|
} else if *entity2 == *player && ghost_query.get(*entity1).is_ok() {
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(*entity2, *entity1)
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(*entity2, *entity1)
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} else {
|
} else {
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continue;
|
continue;
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@@ -1,12 +1,11 @@
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use bevy_ecs::{
|
use bevy_ecs::{
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event::{EventReader, EventWriter},
|
event::EventReader,
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query::{With, Without},
|
query::{With, Without},
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system::{Query, Res, ResMut},
|
system::{Query, Res, ResMut, Single},
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||||||
};
|
};
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use tracing::trace;
|
use tracing::trace;
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|
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use crate::{
|
use crate::{
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error::GameError,
|
|
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events::{GameCommand, GameEvent},
|
events::{GameCommand, GameEvent},
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map::{builder::Map, graph::Edge},
|
map::{builder::Map, graph::Edge},
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systems::{
|
systems::{
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@@ -33,31 +32,21 @@ pub fn player_control_system(
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mut state: ResMut<GlobalState>,
|
mut state: ResMut<GlobalState>,
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mut debug_state: ResMut<DebugState>,
|
mut debug_state: ResMut<DebugState>,
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mut audio_state: ResMut<AudioState>,
|
mut audio_state: ResMut<AudioState>,
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mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
|
mut player: Option<Single<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>>,
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mut errors: EventWriter<GameError>,
|
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) {
|
) {
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// Handle events
|
// Handle events
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for event in events.read() {
|
for event in events.read() {
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if let GameEvent::Command(command) = event {
|
if let GameEvent::Command(command) = event {
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match command {
|
match command {
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GameCommand::MovePlayer(direction) => {
|
GameCommand::MovePlayer(direction) => {
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// Get the player's movable component (ensuring there is only one player)
|
// Only handle movement if there's an unfrozen player
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let mut buffered_direction = match players.single_mut() {
|
if let Some(player_single) = player.as_mut() {
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Ok(tuple) => tuple,
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trace!(direction = ?*direction, "Player direction buffered for movement");
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Err(e) => {
|
***player_single = BufferedDirection::Some {
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errors.write(GameError::InvalidState(format!(
|
direction: *direction,
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||||||
"No/multiple entities queried for player system: {}",
|
remaining_time: 0.25,
|
||||||
e
|
};
|
||||||
)));
|
}
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||||||
return;
|
|
||||||
}
|
|
||||||
};
|
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||||||
|
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trace!(direction = ?*direction, "Player direction buffered for movement");
|
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||||||
*buffered_direction = BufferedDirection::Some {
|
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direction: *direction,
|
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||||||
remaining_time: 0.25,
|
|
||||||
};
|
|
||||||
}
|
}
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||||||
GameCommand::Exit => {
|
GameCommand::Exit => {
|
||||||
state.exit = true;
|
state.exit = true;
|
||||||
@@ -168,24 +157,23 @@ pub fn player_movement_system(
|
|||||||
}
|
}
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||||||
|
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/// Applies tunnel slowdown based on the current node tile
|
/// Applies tunnel slowdown based on the current node tile
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||||||
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
pub fn player_tunnel_slowdown_system(map: Res<Map>, player: Single<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
|
||||||
if let Ok((position, mut modifiers)) = q.single_mut() {
|
let (position, mut modifiers) = player.into_inner();
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let node = position.current_node();
|
let node = position.current_node();
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let in_tunnel = map
|
let in_tunnel = map
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.tile_at_node(node)
|
.tile_at_node(node)
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.map(|t| t == crate::constants::MapTile::Tunnel)
|
.map(|t| t == crate::constants::MapTile::Tunnel)
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.unwrap_or(false);
|
.unwrap_or(false);
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||||||
|
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||||||
if modifiers.tunnel_slowdown_active != in_tunnel {
|
if modifiers.tunnel_slowdown_active != in_tunnel {
|
||||||
trace!(
|
trace!(
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||||||
node,
|
node,
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||||||
in_tunnel,
|
in_tunnel,
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||||||
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
|
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
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||||||
"Player tunnel slowdown state changed"
|
"Player tunnel slowdown state changed"
|
||||||
);
|
);
|
||||||
}
|
|
||||||
|
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||||||
modifiers.tunnel_slowdown_active = in_tunnel;
|
|
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modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
|
|
||||||
}
|
}
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||||||
|
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||||||
|
modifiers.tunnel_slowdown_active = in_tunnel;
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||||||
|
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -52,6 +52,11 @@ impl TimingBuffer {
|
|||||||
self.last_tick = current_tick;
|
self.last_tick = current_tick;
|
||||||
}
|
}
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||||||
|
|
||||||
|
/// Gets the most recent timing from the buffer.
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||||||
|
pub fn get_most_recent_timing(&self) -> Duration {
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||||||
|
self.buffer.back().copied().unwrap_or(Duration::ZERO)
|
||||||
|
}
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||||||
|
|
||||||
/// Gets statistics for this timing buffer.
|
/// Gets statistics for this timing buffer.
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||||||
///
|
///
|
||||||
/// # Panics
|
/// # Panics
|
||||||
@@ -248,6 +253,61 @@ impl SystemTimings {
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|||||||
// Use the formatting module to format the data
|
// Use the formatting module to format the data
|
||||||
format_timing_display(timing_data)
|
format_timing_display(timing_data)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Returns a list of systems with their timings, likely responsible for slow frame timings.
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||||||
|
///
|
||||||
|
/// First, checks if any systems took longer than 2ms on the most recent tick.
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||||||
|
/// If none exceed 2ms, accumulates systems until the top 30% of total timing
|
||||||
|
/// is reached, stopping at 5 systems maximum.
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||||||
|
///
|
||||||
|
/// Returns tuples of (SystemId, Duration) in a SmallVec capped at 5 items.
|
||||||
|
pub fn get_slowest_systems(&self) -> SmallVec<[(SystemId, Duration); 5]> {
|
||||||
|
let mut system_timings: Vec<(SystemId, Duration)> = Vec::new();
|
||||||
|
let mut total_duration = Duration::ZERO;
|
||||||
|
|
||||||
|
// Collect most recent timing for each system (excluding Total)
|
||||||
|
for id in SystemId::iter() {
|
||||||
|
if id == SystemId::Total {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if let Some(buffer) = self.timings.get(&id) {
|
||||||
|
let recent_timing = buffer.lock().get_most_recent_timing();
|
||||||
|
system_timings.push((id, recent_timing));
|
||||||
|
total_duration += recent_timing;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sort by duration (highest first)
|
||||||
|
system_timings.sort_by(|a, b| b.1.cmp(&a.1));
|
||||||
|
|
||||||
|
// Check for systems over 2ms threshold
|
||||||
|
let over_threshold: SmallVec<[(SystemId, Duration); 5]> = system_timings
|
||||||
|
.iter()
|
||||||
|
.filter(|(_, duration)| duration.as_millis() >= 2)
|
||||||
|
.copied()
|
||||||
|
.collect();
|
||||||
|
|
||||||
|
if !over_threshold.is_empty() {
|
||||||
|
return over_threshold;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Accumulate top systems until 30% of total is reached (max 5 systems)
|
||||||
|
let threshold = total_duration.as_nanos() as f64 * 0.3;
|
||||||
|
let mut accumulated = 0u128;
|
||||||
|
let mut result = SmallVec::new();
|
||||||
|
|
||||||
|
for (id, duration) in system_timings.iter().take(5) {
|
||||||
|
result.push((*id, *duration));
|
||||||
|
accumulated += duration.as_nanos();
|
||||||
|
|
||||||
|
if accumulated as f64 >= threshold {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
result
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)
|
pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ use bevy_ecs::{
|
|||||||
event::{EventReader, EventWriter},
|
event::{EventReader, EventWriter},
|
||||||
query::{With, Without},
|
query::{With, Without},
|
||||||
resource::Resource,
|
resource::Resource,
|
||||||
system::{Commands, NonSendMut, Query, Res, ResMut},
|
system::{Commands, NonSendMut, Query, Res, ResMut, Single},
|
||||||
};
|
};
|
||||||
|
|
||||||
#[derive(Resource, Clone)]
|
#[derive(Resource, Clone)]
|
||||||
@@ -122,7 +122,7 @@ pub fn stage_system(
|
|||||||
mut audio_events: EventWriter<AudioEvent>,
|
mut audio_events: EventWriter<AudioEvent>,
|
||||||
mut stage_event_reader: EventReader<StageTransition>,
|
mut stage_event_reader: EventReader<StageTransition>,
|
||||||
mut blinking_query: Query<Entity, With<Blinking>>,
|
mut blinking_query: Query<Entity, With<Blinking>>,
|
||||||
mut player_query: Query<(Entity, &mut Position), With<PlayerControlled>>,
|
player: Single<(Entity, &mut Position), With<PlayerControlled>>,
|
||||||
mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
|
mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
|
||||||
atlas: NonSendMut<SpriteAtlas>,
|
atlas: NonSendMut<SpriteAtlas>,
|
||||||
) {
|
) {
|
||||||
@@ -132,11 +132,7 @@ pub fn stage_system(
|
|||||||
// Handle stage transition requests before normal ticking
|
// Handle stage transition requests before normal ticking
|
||||||
for event in stage_event_reader.read() {
|
for event in stage_event_reader.read() {
|
||||||
let StageTransition::GhostEatenPause { ghost_entity } = *event;
|
let StageTransition::GhostEatenPause { ghost_entity } = *event;
|
||||||
let pac_node = player_query
|
let pac_node = player.1.current_node();
|
||||||
.single_mut()
|
|
||||||
.ok()
|
|
||||||
.map(|(_, pos)| pos.current_node())
|
|
||||||
.unwrap_or(map.start_positions.pacman);
|
|
||||||
|
|
||||||
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
|
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
|
||||||
new_state = Some(GameStage::GhostEatenPause {
|
new_state = Some(GameStage::GhostEatenPause {
|
||||||
@@ -240,18 +236,13 @@ pub fn stage_system(
|
|||||||
match (old_state, new_state) {
|
match (old_state, new_state) {
|
||||||
(GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => {
|
(GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => {
|
||||||
// Freeze the player & ghosts
|
// Freeze the player & ghosts
|
||||||
for entity in player_query
|
commands.entity(player.0).insert(Frozen);
|
||||||
.iter_mut()
|
for (entity, _, _) in ghost_query.iter_mut() {
|
||||||
.map(|(e, _)| e)
|
|
||||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
|
||||||
{
|
|
||||||
commands.entity(entity).insert(Frozen);
|
commands.entity(entity).insert(Frozen);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Hide the player & eaten ghost
|
// Hide the player & eaten ghost
|
||||||
for (player_entity, _) in player_query.iter_mut() {
|
commands.entity(player.0).insert(Hidden);
|
||||||
commands.entity(player_entity).insert(Hidden);
|
|
||||||
}
|
|
||||||
commands.entity(ghost_entity).insert(Hidden);
|
commands.entity(ghost_entity).insert(Hidden);
|
||||||
|
|
||||||
// Spawn bonus points entity at Pac-Man's position
|
// Spawn bonus points entity at Pac-Man's position
|
||||||
@@ -275,11 +266,8 @@ pub fn stage_system(
|
|||||||
}
|
}
|
||||||
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
|
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
|
||||||
// Unfreeze and reveal the player & all ghosts
|
// Unfreeze and reveal the player & all ghosts
|
||||||
for entity in player_query
|
commands.entity(player.0).remove::<(Frozen, Hidden)>();
|
||||||
.iter_mut()
|
for (entity, _, _) in ghost_query.iter_mut() {
|
||||||
.map(|(e, _)| e)
|
|
||||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
|
||||||
{
|
|
||||||
commands.entity(entity).remove::<(Frozen, Hidden)>();
|
commands.entity(entity).remove::<(Frozen, Hidden)>();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -288,11 +276,8 @@ pub fn stage_system(
|
|||||||
}
|
}
|
||||||
(GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
|
(GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
|
||||||
// Freeze the player & ghosts
|
// Freeze the player & ghosts
|
||||||
for entity in player_query
|
commands.entity(player.0).insert(Frozen);
|
||||||
.iter_mut()
|
for (entity, _, _) in ghost_query.iter_mut() {
|
||||||
.map(|(e, _)| e)
|
|
||||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
|
||||||
{
|
|
||||||
commands.entity(entity).insert(Frozen);
|
commands.entity(entity).insert(Frozen);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -303,39 +288,32 @@ pub fn stage_system(
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Start Pac-Man's death animation
|
// Start Pac-Man's death animation
|
||||||
if let Ok((player_entity, _)) = player_query.single_mut() {
|
commands.entity(player.0).insert((Dying, player_death_animation.0.clone()));
|
||||||
commands
|
|
||||||
.entity(player_entity)
|
|
||||||
.insert((Dying, player_death_animation.0.clone()));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Play the death sound
|
// Play the death sound
|
||||||
audio_events.write(AudioEvent::PlayDeath);
|
audio_events.write(AudioEvent::PlayDeath);
|
||||||
}
|
}
|
||||||
(GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
|
(GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
|
||||||
// Hide the player
|
// Hide the player
|
||||||
if let Ok((player_entity, _)) = player_query.single_mut() {
|
commands.entity(player.0).insert(Hidden);
|
||||||
commands.entity(player_entity).insert(Hidden);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
(_, GameStage::LevelRestarting) => {
|
(_, GameStage::LevelRestarting) => {
|
||||||
if let Ok((player_entity, mut pos)) = player_query.single_mut() {
|
let (player_entity, mut pos) = player.into_inner();
|
||||||
*pos = Position::Stopped {
|
*pos = Position::Stopped {
|
||||||
node: map.start_positions.pacman,
|
node: map.start_positions.pacman,
|
||||||
};
|
};
|
||||||
|
|
||||||
// Freeze the blinking, force them to be visible (if they were hidden by blinking)
|
// Freeze the blinking, force them to be visible (if they were hidden by blinking)
|
||||||
for entity in blinking_query.iter_mut() {
|
for entity in blinking_query.iter_mut() {
|
||||||
commands.entity(entity).insert(Frozen).remove::<Hidden>();
|
commands.entity(entity).insert(Frozen).remove::<Hidden>();
|
||||||
}
|
|
||||||
|
|
||||||
// Reset the player animation
|
|
||||||
commands
|
|
||||||
.entity(player_entity)
|
|
||||||
.remove::<(Frozen, Dying, LinearAnimation, Looping)>()
|
|
||||||
.insert(player_animation.0.clone());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Reset the player animation
|
||||||
|
commands
|
||||||
|
.entity(player_entity)
|
||||||
|
.remove::<(Frozen, Dying, LinearAnimation, Looping)>()
|
||||||
|
.insert(player_animation.0.clone());
|
||||||
|
|
||||||
// Reset ghost positions and state
|
// Reset ghost positions and state
|
||||||
for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() {
|
for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() {
|
||||||
*ghost_pos = Position::Stopped {
|
*ghost_pos = Position::Stopped {
|
||||||
@@ -354,22 +332,18 @@ pub fn stage_system(
|
|||||||
}
|
}
|
||||||
(_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => {
|
(_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => {
|
||||||
// Unhide the player & ghosts
|
// Unhide the player & ghosts
|
||||||
for entity in player_query
|
commands.entity(player.0).remove::<Hidden>();
|
||||||
.iter_mut()
|
for (entity, _, _) in ghost_query.iter_mut() {
|
||||||
.map(|(e, _)| e)
|
|
||||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
|
||||||
{
|
|
||||||
commands.entity(entity).remove::<Hidden>();
|
commands.entity(entity).remove::<Hidden>();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
|
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
|
||||||
// Unfreeze the player & ghosts & blinking
|
// Unfreeze the player & ghosts & blinking
|
||||||
for entity in player_query
|
commands.entity(player.0).remove::<Frozen>();
|
||||||
.iter_mut()
|
for (entity, _, _) in ghost_query.iter_mut() {
|
||||||
.map(|(e, _)| e)
|
commands.entity(entity).remove::<Frozen>();
|
||||||
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
|
}
|
||||||
.chain(blinking_query.iter_mut())
|
for entity in blinking_query.iter_mut() {
|
||||||
{
|
|
||||||
commands.entity(entity).remove::<Frozen>();
|
commands.entity(entity).remove::<Frozen>();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -214,11 +214,9 @@ fn test_player_control_system_no_player_entity() {
|
|||||||
// Run the system - should write an error
|
// Run the system - should write an error
|
||||||
world
|
world
|
||||||
.run_system_once(player_control_system)
|
.run_system_once(player_control_system)
|
||||||
.expect("System should run successfully");
|
.expect("System should run successfully even with no player entity");
|
||||||
|
|
||||||
// Check that an error was written (we can't easily check Events without manual management,
|
// The system should run successfully and simply ignore movement commands when there's no player
|
||||||
// so for this test we just verify the system ran without panicking)
|
|
||||||
// In a real implementation, you might expose error checking through the ECS world
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
|
|||||||
Reference in New Issue
Block a user