mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 12:07:56 -06:00
feat: use backbuffer fully, proper 'present' system, debug texture draws with transparency
This commit is contained in:
25
src/game.rs
25
src/game.rs
@@ -8,7 +8,7 @@ use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::map::direction::Direction;
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use crate::systems::blinking::Blinking;
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use crate::systems::{self, ghost_collision_system, MovementModifiers};
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use crate::systems::{self, ghost_collision_system, present_system, MovementModifiers};
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::profiling::SystemId;
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@@ -24,10 +24,10 @@ use crate::texture::animated::AnimatedTexture;
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::observer::Trigger;
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use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::system::{NonSendMut, Res, ResMut};
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use bevy_ecs::system::ResMut;
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use bevy_ecs::world::World;
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use sdl2::image::LoadTexture;
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use sdl2::render::{Canvas, ScaleMode, TextureCreator};
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use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
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use sdl2::rwops::RWops;
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use sdl2::video::{Window, WindowContext};
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use sdl2::EventPump;
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@@ -104,6 +104,8 @@ impl Game {
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let mut debug_texture = texture_creator
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.create_texture_target(None, output_size.0, output_size.1)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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debug_texture.set_blend_mode(BlendMode::Blend);
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debug_texture.set_scale_mode(ScaleMode::Nearest);
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let font_data = get_asset_bytes(Asset::Font)?;
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@@ -248,23 +250,10 @@ impl Game {
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let blinking_system = profile(SystemId::Blinking, blinking_system);
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let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let render_system = profile(SystemId::Render, render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
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let present_system = profile(
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SystemId::Present,
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|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
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if dirty.0 || debug_state.enabled {
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// Only copy backbuffer to main canvas if debug rendering is off
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// (debug rendering draws directly to main canvas)
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if !debug_state.enabled {
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canvas.present();
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}
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dirty.0 = false;
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}
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},
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);
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let present_system = profile(SystemId::Present, present_system);
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schedule.add_systems((
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(
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@@ -3,7 +3,7 @@ use std::cmp::Ordering;
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use crate::constants::BOARD_PIXEL_OFFSET;
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use crate::map::builder::Map;
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use crate::systems::{BackbufferResource, Collider, CursorPosition, Position, SystemTimings};
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use crate::systems::{Collider, CursorPosition, Position, SystemTimings};
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use bevy_ecs::resource::Resource;
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use bevy_ecs::system::{NonSendMut, Query, Res};
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use glam::{IVec2, UVec2, Vec2};
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@@ -89,7 +89,6 @@ fn render_timing_display(
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#[allow(clippy::too_many_arguments)]
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pub fn debug_render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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backbuffer: NonSendMut<BackbufferResource>,
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mut debug_texture: NonSendMut<DebugTextureResource>,
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debug_font: NonSendMut<DebugFontResource>,
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debug_state: Res<DebugState>,
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@@ -104,18 +103,6 @@ pub fn debug_render_system(
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let scale =
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(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
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// Copy the current backbuffer to the debug texture
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canvas
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.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
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// Clear the debug canvas
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debug_canvas.set_draw_color(Color::BLACK);
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debug_canvas.clear();
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// Copy the backbuffer to the debug canvas
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debug_canvas.copy(&backbuffer.0, None, None).unwrap();
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})
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.unwrap();
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// Get texture creator before entering the closure to avoid borrowing conflicts
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let mut texture_creator = canvas.texture_creator();
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let font = &debug_font.0;
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@@ -128,8 +115,11 @@ pub fn debug_render_system(
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// Draw debug info on the high-resolution debug texture
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canvas
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.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
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// Find the closest node to the cursor
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// Clear the debug canvas
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debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
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debug_canvas.clear();
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// Find the closest node to the cursor
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let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
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map.graph
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.nodes()
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@@ -214,8 +204,4 @@ pub fn debug_render_system(
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render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
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})
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.unwrap();
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// Draw the debug texture directly onto the main canvas at full resolution
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canvas.copy(&debug_texture.0, None, None).unwrap();
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canvas.present();
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}
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@@ -1,7 +1,10 @@
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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::{DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence, Velocity};
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use crate::systems::{
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DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence,
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Velocity,
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};
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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::component::Component;
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@@ -13,7 +16,7 @@ use bevy_ecs::resource::Resource;
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use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
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use sdl2::pixels::Color;
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use sdl2::rect::{Point, Rect};
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use sdl2::render::{Canvas, Texture};
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use sdl2::render::{BlendMode, Canvas, Texture};
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use sdl2::video::Window;
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#[derive(Resource, Default)]
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@@ -25,10 +28,11 @@ pub struct Hidden;
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#[allow(clippy::type_complexity)]
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pub fn dirty_render_system(
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mut dirty: ResMut<RenderDirty>,
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changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
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changed: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
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removed_hidden: RemovedComponents<Hidden>,
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removed_renderables: RemovedComponents<Renderable>,
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) {
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if !changed_renderables.is_empty() || !removed_renderables.is_empty() {
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if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
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dirty.0 = true;
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}
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}
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@@ -74,56 +78,59 @@ pub struct BackbufferResource(pub Texture<'static>);
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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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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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startup: Res<StartupSequence>,
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mut errors: EventWriter<GameError>,
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) {
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let mut text_renderer = TextTexture::new(1.0);
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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 = 3; // TODO: Get from actual lives resource
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let lives_text = format!("{lives}UP 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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// Render lives and high score text in white
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let lives = 3; // TODO: Get from actual lives resource
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let lives_text = format!("{lives}UP 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(&mut 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 in yellow (Pac-Man's color)
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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(&mut 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 text based on StartupSequence stage
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if matches!(
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*startup,
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StartupSequence::TextOnly { .. } | 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((CANVAS_SIZE.x - ready_width) / 2, 160);
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if let Err(e) = text_renderer.render_with_color(&mut 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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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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if matches!(*startup, 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((CANVAS_SIZE.x - player_one_width) / 2, 113);
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// Render score text in yellow (Pac-Man's color)
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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) =
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text_renderer.render_with_color(&mut 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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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 text based on StartupSequence stage
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if matches!(
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*startup,
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StartupSequence::TextOnly { .. } | 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((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!(*startup, 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((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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}
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#[allow(clippy::too_many_arguments)]
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@@ -184,3 +191,25 @@ pub fn render_system(
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canvas.copy(&backbuffer.0, None, None).unwrap();
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}
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pub fn present_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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mut dirty: ResMut<RenderDirty>,
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backbuffer: NonSendMut<BackbufferResource>,
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debug_texture: NonSendMut<DebugTextureResource>,
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debug_state: Res<DebugState>,
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) {
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if dirty.0 {
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// Copy the backbuffer to the main canvas
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canvas.copy(&backbuffer.0, None, None).unwrap();
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// Copy the debug texture to the canvas
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if debug_state.enabled {
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canvas.set_blend_mode(BlendMode::Blend);
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canvas.copy(&debug_texture.0, None, None).unwrap();
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}
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canvas.present();
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dirty.0 = false;
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}
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}
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