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feat: implement high score text rendering
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@@ -97,7 +97,7 @@ pub fn hud_render_system(
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errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
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}
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// Render score text in yellow (Pac-Man's color)
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// Render score text
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let score_text = format!("{:02}", score.0);
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let score_offset = 7 - (score_text.len() as i32);
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let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
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@@ -106,6 +106,14 @@ pub fn hud_render_system(
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errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
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}
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// Render high score text
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let high_score_text = format!("{:02}", score.0);
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let high_score_offset = 17 - (high_score_text.len() as i32);
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let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
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if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) {
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errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into());
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}
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// Render text based on StartupSequence stage
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if matches!(
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*startup,
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