cells: Query[tuple[Cell, Coord2D]],
maze_q: Query[Maze],
) -> None:
- maze = maze_q.single()
- if maze is None:
+ if (maze := maze_q.single()) is None:
return
for target, motion, pos in entities:
cell, cell_pos = cells[motion.pos]
key=lambda e: e[1],
reverse=True,
)
- print(self.inputs)
if len(res) == 0:
return None
return lookup[res[0][0]]
def spawn_pacman(
world: World, assets: Assets[Sprite2D], maze_q: Query[Maze]
) -> None:
- maze = maze_q.single()
- if maze is None:
+ if (maze := maze_q.single()) is None:
return
world.spawn(
tuple[
def spawn_ghosts(
world: World, assets: Assets[Sprite2D], maze_q: Query[Maze]
) -> None:
- maze = maze_q.single()
- if maze is None:
+ if (maze := maze_q.single()) is None:
return
world.spawn_many(
tuple[
cells: Query[tuple[Cell, Coord2D]],
maze_q: Query[Maze],
) -> None:
- maze = maze_q.single()
- if maze is None:
+ if (maze := maze_q.single()) is None:
return
for coord, motion, pos in pacman_q:
direction = inputs.get_dir()