mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 01:15:42 -06:00
feat: create hud rendering system
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@@ -25,7 +25,9 @@ use crate::systems::{
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item::item_system,
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player::player_control_system,
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profiling::{profile, SystemTimings},
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render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource},
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render::{
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directional_render_system, dirty_render_system, hud_render_system, render_system, BackbufferResource, MapTextureResource,
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},
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};
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use crate::texture::animated::AnimatedTexture;
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use bevy_ecs::event::EventRegistry;
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@@ -243,6 +245,7 @@ impl Game {
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profile(SystemId::Blinking, blinking_system),
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profile(SystemId::DirectionalRender, directional_render_system),
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profile(SystemId::DirtyRender, dirty_render_system),
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profile(SystemId::HudRender, hud_render_system),
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profile(SystemId::Render, render_system),
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profile(SystemId::DebugRender, debug_render_system),
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profile(
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@@ -27,6 +27,7 @@ pub enum SystemId {
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Blinking,
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DirectionalRender,
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DirtyRender,
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HudRender,
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Render,
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DebugRender,
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Present,
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@@ -1,8 +1,9 @@
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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::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable};
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use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable, ScoreResource};
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use crate::systems::movement::{Position, Velocity};
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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::entity::Entity;
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use bevy_ecs::event::EventWriter;
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use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
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@@ -61,6 +62,34 @@ 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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/// 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 canvas: NonSendMut<&mut Canvas<Window>>,
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mut atlas: NonSendMut<SpriteAtlas>,
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score: Res<ScoreResource>,
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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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// Render lives and high score text
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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
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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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}
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#[allow(clippy::too_many_arguments)]
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pub fn render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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26
tests/hud.rs
Normal file
26
tests/hud.rs
Normal file
@@ -0,0 +1,26 @@
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use bevy_ecs::{event::Events, world::World};
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use pacman::{error::GameError, systems::components::ScoreResource};
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fn create_test_world() -> World {
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let mut world = World::new();
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// Add required resources
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world.insert_resource(Events::<GameError>::default());
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world.insert_resource(ScoreResource(1230)); // Test score
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world
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}
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#[test]
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fn test_hud_render_system_runs_without_error() {
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let world = create_test_world();
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// The HUD render system requires SDL2 resources that aren't available in tests,
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// but we can at least verify it doesn't panic when called
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// In a real test environment, we'd need to mock the SDL2 canvas and atlas
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// For now, just verify the score resource is accessible
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let score = world.resource::<ScoreResource>();
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assert_eq!(score.0, 1230);
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}
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