mirror of
https://github.com/Xevion/Pac-Man.git
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feat: touch movement controls
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@@ -1,6 +1,7 @@
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use crate::constants::CANVAS_SIZE;
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use crate::error::{GameError, TextureError};
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use crate::map::builder::Map;
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use crate::systems::input::TouchState;
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use crate::systems::{
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debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
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DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, StartupSequence, SystemId, SystemTimings,
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@@ -114,6 +115,79 @@ pub struct MapTextureResource(pub Texture);
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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);
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/// Renders touch UI overlay for mobile/testing.
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pub fn touch_ui_render_system(
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mut backbuffer: NonSendMut<BackbufferResource>,
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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touch_state: Res<TouchState>,
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mut errors: EventWriter<GameError>,
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) {
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if let Some(ref touch_data) = touch_state.active_touch {
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let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
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// Set blend mode for transparency
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canvas.set_blend_mode(BlendMode::Blend);
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// Draw semi-transparent circle at touch start position
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canvas.set_draw_color(Color::RGBA(255, 255, 255, 100));
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let center = Point::new(touch_data.start_pos.x as i32, touch_data.start_pos.y as i32);
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// Draw a simple circle by drawing filled rectangles (basic approach)
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let radius = 30;
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for dy in -radius..=radius {
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for dx in -radius..=radius {
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if dx * dx + dy * dy <= radius * radius {
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let point = Point::new(center.x + dx, center.y + dy);
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if let Err(e) = canvas.draw_point(point) {
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errors.write(TextureError::RenderFailed(format!("Touch UI render error: {}", e)).into());
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return;
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}
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}
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}
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}
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// Draw direction indicator if we have a direction
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if let Some(direction) = touch_data.current_direction {
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canvas.set_draw_color(Color::RGBA(0, 255, 0, 150));
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// Draw arrow indicating direction
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let arrow_length = 40;
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let (dx, dy) = match direction {
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crate::map::direction::Direction::Up => (0, -arrow_length),
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crate::map::direction::Direction::Down => (0, arrow_length),
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crate::map::direction::Direction::Left => (-arrow_length, 0),
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crate::map::direction::Direction::Right => (arrow_length, 0),
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};
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let end_point = Point::new(center.x + dx, center.y + dy);
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if let Err(e) = canvas.draw_line(center, end_point) {
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errors.write(TextureError::RenderFailed(format!("Touch arrow render error: {}", e)).into());
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}
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// Draw arrowhead (simple approach)
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let arrow_size = 8;
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match direction {
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crate::map::direction::Direction::Up => {
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let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
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let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
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}
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crate::map::direction::Direction::Down => {
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let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
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let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
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}
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crate::map::direction::Direction::Left => {
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let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
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let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
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}
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crate::map::direction::Direction::Right => {
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let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
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let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
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}
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}
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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 backbuffer: NonSendMut<BackbufferResource>,
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