mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-16 02:12:28 -06:00
feat: atlas tile color modulation
This commit is contained in:
51
src/game.rs
51
src/game.rs
@@ -11,8 +11,6 @@ use rand::SeedableRng;
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use sdl2::image::LoadTexture;
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use sdl2::keyboard::Keycode;
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use sdl2::render::{Texture, TextureCreator};
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use sdl2::rwops::RWops;
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use sdl2::ttf::Font;
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use sdl2::video::WindowContext;
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use sdl2::{pixels::Color, render::Canvas, video::Window};
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@@ -50,8 +48,7 @@ pub struct Game {
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fps_10s: f64,
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// Rendering resources
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atlas: Rc<SpriteAtlas>,
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font: Font<'static, 'static>,
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atlas: Rc<RefCell<SpriteAtlas>>,
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map_texture: AtlasTile,
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text_texture: TextTexture,
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@@ -76,7 +73,7 @@ impl Game {
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};
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let atlas_json = get_asset_bytes(Asset::AtlasJson).expect("Failed to load asset");
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let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json).expect("Could not parse atlas JSON");
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let atlas = Rc::new(SpriteAtlas::new(atlas_texture, atlas_mapper));
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let atlas = Rc::new(RefCell::new(SpriteAtlas::new(atlas_texture, atlas_mapper)));
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let pacman = Rc::new(RefCell::new(Pacman::new(
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UVec2::new(1, 1),
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Rc::clone(&atlas),
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@@ -94,15 +91,6 @@ impl Game {
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),
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AnimatedTexture::new(vec![get_atlas_tile(&atlas, "edible/cherry.png")], 0),
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);
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let font = {
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let font_bytes = get_asset_bytes(Asset::FontKonami).expect("Failed to load asset").into_owned();
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let font_bytes_static: &'static [u8] = Box::leak(font_bytes.into_boxed_slice());
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let font_rwops = RWops::from_bytes(font_bytes_static).expect("Failed to create RWops for font");
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let ttf_context_static: &'static sdl2::ttf::Sdl2TtfContext = unsafe { std::mem::transmute(ttf_context) };
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ttf_context_static
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.load_font_from_rwops(font_rwops, 24)
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.expect("Could not load font from asset API")
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};
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let text_texture = TextTexture::new(Rc::clone(&atlas), 1.0);
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let audio = Audio::new();
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Game {
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@@ -113,7 +101,6 @@ impl Game {
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score: 0,
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debug_mode: DebugMode::None,
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atlas,
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font,
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map_texture,
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text_texture,
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audio,
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@@ -269,20 +256,19 @@ impl Game {
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/// Draws the entire game to the canvas using a backbuffer.
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pub fn draw(&mut self, window_canvas: &mut Canvas<Window>, backbuffer: &mut Texture) -> Result<()> {
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let texture_creator = window_canvas.texture_creator();
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window_canvas
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.with_texture_canvas(backbuffer, |texture_canvas| {
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let this = self as *mut Self;
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let this = unsafe { &mut *this };
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texture_canvas.set_draw_color(Color::BLACK);
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texture_canvas.clear();
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this.map.borrow_mut().render(texture_canvas, &this.map_texture);
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this.map.borrow_mut().render(texture_canvas, &mut this.map_texture);
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for edible in this.edibles.iter_mut() {
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let _ = edible.render(texture_canvas);
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}
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let _ = this.pacman.borrow_mut().render(texture_canvas);
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let _ = this.blinky.render(texture_canvas);
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this.render_ui_on(texture_canvas, &texture_creator);
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this.render_ui_on(texture_canvas);
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match this.debug_mode {
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DebugMode::Grid => {
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DebugRenderer::draw_debug_grid(
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@@ -312,11 +298,7 @@ impl Game {
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Ok(())
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}
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fn render_ui_on<C: sdl2::render::RenderTarget>(
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&mut self,
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canvas: &mut sdl2::render::Canvas<C>,
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texture_creator: &TextureCreator<WindowContext>,
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) {
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fn render_ui_on<C: sdl2::render::RenderTarget>(&mut self, canvas: &mut sdl2::render::Canvas<C>) {
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let lives = 3;
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let score_text = format!("{:02}", self.score);
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let x_offset = 12;
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@@ -325,18 +307,16 @@ impl Game {
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let score_offset = 7 - (score_text.len() as i32);
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let gap_offset = 6;
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self.text_texture.set_scale(2.0);
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self.render_text_on(
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self.text_texture.render(
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canvas,
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&*texture_creator,
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&format!("{lives}UP HIGH SCORE "),
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IVec2::new(24 * lives_offset + x_offset, y_offset),
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UVec2::new(24 * lives_offset as u32 + x_offset, y_offset),
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Color::WHITE,
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);
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self.render_text_on(
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self.text_texture.render(
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canvas,
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&*texture_creator,
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&score_text,
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IVec2::new(24 * score_offset + x_offset, 24 + y_offset + gap_offset),
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UVec2::new(24 * score_offset as u32 + x_offset, 24 + y_offset + gap_offset),
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Color::WHITE,
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);
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@@ -350,17 +330,4 @@ impl Game {
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// Color::RGB(255, 255, 0), // Yellow color for FPS display
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// );
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}
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fn render_text_on<C: sdl2::render::RenderTarget>(
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&mut self,
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canvas: &mut sdl2::render::Canvas<C>,
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texture_creator: &TextureCreator<WindowContext>,
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text: &str,
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position: IVec2,
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color: Color,
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) {
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self.text_texture
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.render(canvas, text, glam::UVec2::new(position.x as u32, position.y as u32))
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.unwrap();
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}
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}
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