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refactor: reorganize hud-related elements into systems/hud submodule
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86
src/systems/hud/score.rs
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86
src/systems/hud/score.rs
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use crate::constants;
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use crate::error::{GameError, TextureError};
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use crate::systems::{BackbufferResource, GameStage, ScoreResource, StartupSequence};
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use crate::texture::sprite::SpriteAtlas;
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use crate::texture::text::TextTexture;
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use bevy_ecs::event::EventWriter;
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use bevy_ecs::system::{NonSendMut, Res};
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use sdl2::pixels::Color;
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use sdl2::render::Canvas;
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use sdl2::video::Window;
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/// Renders the HUD (score, lives, etc.) on top of the game.
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#[allow(clippy::too_many_arguments)]
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pub fn hud_render_system(
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mut backbuffer: NonSendMut<BackbufferResource>,
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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mut atlas: NonSendMut<SpriteAtlas>,
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score: Res<ScoreResource>,
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stage: Res<GameStage>,
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mut errors: EventWriter<GameError>,
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) {
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let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
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let mut text_renderer = TextTexture::new(1.0);
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// Render lives and high score text in white
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let lives_text = "1UP HIGH SCORE ";
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let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
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if let Err(e) = text_renderer.render(canvas, &mut atlas, lives_text, lives_position) {
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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
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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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if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
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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 GAME OVER text
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if matches!(*stage, GameStage::GameOver) {
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let game_over_text = "GAME OVER";
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let game_over_width = text_renderer.text_width(game_over_text);
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let game_over_position = glam::UVec2::new((constants::CANVAS_SIZE.x - game_over_width) / 2, 160);
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if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, game_over_text, game_over_position, Color::RED) {
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errors.write(TextureError::RenderFailed(format!("Failed to render GAME OVER text: {}", e)).into());
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}
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}
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// Render text based on StartupSequence stage
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if matches!(
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*stage,
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GameStage::Starting(StartupSequence::TextOnly { .. })
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| GameStage::Starting(StartupSequence::CharactersVisible { .. })
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) {
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let ready_text = "READY!";
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let ready_width = text_renderer.text_width(ready_text);
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let ready_position = glam::UVec2::new((constants::CANVAS_SIZE.x - ready_width) / 2, 160);
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if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
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errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
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}
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if matches!(*stage, GameStage::Starting(StartupSequence::TextOnly { .. })) {
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let player_one_text = "PLAYER ONE";
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let player_one_width = text_renderer.text_width(player_one_text);
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let player_one_position = glam::UVec2::new((constants::CANVAS_SIZE.x - player_one_width) / 2, 113);
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if let Err(e) =
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text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
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{
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errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
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}
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}
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}
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});
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}
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