feat: fruit display hud

This commit is contained in:
Ryan Walters
2025-09-10 21:59:23 -05:00
parent d7a6ee7684
commit d86864b6a3
7 changed files with 113 additions and 12 deletions

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@@ -10,7 +10,7 @@ use tracing::{debug, trace, warn};
use crate::{
constants,
systems::{movement::Position, AudioEvent, DyingSequence, GameStage, Ghost, ScoreResource, SpawnTrigger},
systems::{movement::Position, AudioEvent, DyingSequence, FruitSprites, GameStage, Ghost, ScoreResource, SpawnTrigger},
};
use crate::{error::GameError, systems::GhostState};
use crate::{
@@ -188,6 +188,7 @@ pub fn item_collision_observer(
mut pellet_count: ResMut<PelletCount>,
item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
mut fruit_sprites: ResMut<FruitSprites>,
mut events: EventWriter<AudioEvent>,
) {
if let CollisionTrigger::ItemCollision { item } = *trigger {
@@ -213,7 +214,9 @@ pub fn item_collision_observer(
}
// Trigger bonus points effect if a fruit is collected
if matches!(*entity_type, EntityType::Fruit(_)) {
if let EntityType::Fruit(fruit) = *entity_type {
fruit_sprites.0.push(fruit);
commands.trigger(SpawnTrigger::Bonus {
position: *position,
value: entity_type.score_value().unwrap(),

79
src/systems/hud/fruits.rs Normal file
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@@ -0,0 +1,79 @@
use crate::systems::item::FruitType;
use crate::texture::sprites::GameSprite;
use bevy_ecs::component::Component;
use bevy_ecs::resource::Resource;
#[derive(Component)]
pub struct FruitInHud {
pub index: u32,
}
#[derive(Resource, Default)]
pub struct FruitSprites(pub Vec<FruitType>);
use crate::constants::{BOARD_BOTTOM_PIXEL_OFFSET, CANVAS_SIZE, CELL_SIZE};
use crate::error::GameError;
use crate::systems::{PixelPosition, Renderable};
use crate::texture::sprite::SpriteAtlas;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{Commands, NonSendMut, Query, Res};
use glam::Vec2;
/// Calculates the pixel position for a fruit sprite based on its index
fn calculate_fruit_sprite_position(index: u32) -> Vec2 {
let start_x = CANVAS_SIZE.x - CELL_SIZE * 2; // 2 cells from right
let start_y = CANVAS_SIZE.y - BOARD_BOTTOM_PIXEL_OFFSET.y + (CELL_SIZE / 2) + 1; // In bottom area
let sprite_spacing = CELL_SIZE + CELL_SIZE / 2; // 1.5 cells between sprites
let x = start_x - ((index as f32) * (sprite_spacing as f32 * 1.5)).round() as u32;
let y = start_y - CELL_SIZE / 2;
Vec2::new((x - CELL_SIZE) as f32, (y + CELL_SIZE) as f32)
}
/// System that manages fruit sprite entities in the HUD.
/// Spawns and despawns fruit sprite entities based on changes to FruitSprites resource.
/// Displays up to 6 fruits, sorted by value.
pub fn fruit_sprite_system(
mut commands: Commands,
atlas: NonSendMut<SpriteAtlas>,
current_fruit_sprites: Query<(Entity, &FruitInHud)>,
fruit_sprites: Res<FruitSprites>,
mut errors: EventWriter<GameError>,
) {
// We only want to display the greatest 6 fruits
let fruits_to_display: Vec<_> = fruit_sprites.0.iter().rev().take(6).collect();
let mut current_sprites: Vec<_> = current_fruit_sprites.iter().collect();
current_sprites.sort_by_key(|(_, fruit)| fruit.index);
// Despawn all current sprites. We will respawn them.
// This is simpler than trying to match them up.
for (entity, _) in &current_sprites {
commands.entity(*entity).despawn();
}
for (i, fruit_type) in fruits_to_display.iter().enumerate() {
let fruit_sprite = match atlas.get_tile(&GameSprite::Fruit(**fruit_type).to_path()) {
Ok(sprite) => sprite,
Err(e) => {
errors.write(e.into());
continue;
}
};
let position = calculate_fruit_sprite_position(i as u32);
commands.spawn((
FruitInHud { index: i as u32 },
Renderable {
sprite: fruit_sprite,
layer: 255, // High layer to render on top
},
PixelPosition {
pixel_position: position,
},
));
}
}

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@@ -1,7 +1,9 @@
pub mod fruits;
pub mod lives;
pub mod score;
pub mod touch;
pub use self::fruits::*;
pub use self::lives::*;
pub use self::score::*;
pub use self::touch::*;

View File

@@ -18,6 +18,8 @@ use crate::{
use crate::{systems::common::components::EntityType, systems::ItemCollider};
use std::cmp::Ordering;
/// Tracks the number of pellets consumed by the player for fruit spawning mechanics.
#[derive(bevy_ecs::resource::Resource, Debug, Default)]
pub struct PelletCount(pub u32);
@@ -36,6 +38,18 @@ pub enum FruitType {
Key,
}
impl PartialOrd for FruitType {
fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
Some(self.cmp(other))
}
}
impl Ord for FruitType {
fn cmp(&self, other: &Self) -> Ordering {
(self.score_value()).cmp(&other.score_value())
}
}
impl FruitType {
/// Returns the score value for this fruit type.
pub fn score_value(self) -> u32 {