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https://github.com/Xevion/Pac-Man.git
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feat: entity type for proper edge permission calculations
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@@ -9,6 +9,8 @@ use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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/// Updates the directional animated texture of an entity.
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///
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/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
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pub fn directional_render_system(
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dt: Res<DeltaTime>,
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mut renderables: Query<(&Velocity, &mut DirectionalAnimated, &mut Renderable, &Position)>,
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@@ -34,7 +36,10 @@ pub fn directional_render_system(
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}
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}
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/// A non-send resource for the map 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 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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pub fn render_system(
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@@ -43,7 +48,7 @@ pub fn render_system(
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mut backbuffer: NonSendMut<BackbufferResource>,
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mut atlas: NonSendMut<SpriteAtlas>,
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map: Res<Map>,
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mut renderables: Query<(Entity, &mut Renderable, &Position)>,
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renderables: Query<(Entity, &mut Renderable, &Position)>,
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mut errors: EventWriter<GameError>,
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) {
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// Clear the main canvas first
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@@ -64,7 +69,11 @@ pub fn render_system(
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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// Render all entities to the backbuffer
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for (_, mut renderable, position) in renderables.iter_mut() {
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for (_, mut renderable, position) in renderables
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// .iter_mut()
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// .sort_by_key::<&mut Renderable, _, _>(|(renderable, renderable, renderable)| renderable.layer)
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// .collect()
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{
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let pos = position.get_pixel_pos(&map.graph);
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match pos {
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Ok(pos) => {
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