use crate::constants; use crate::error::{GameError, TextureError}; use crate::systems::{BackbufferResource, GameStage, ScoreResource, StartupSequence}; use crate::texture::sprite::SpriteAtlas; use crate::texture::text::TextTexture; use bevy_ecs::event::EventWriter; use bevy_ecs::system::{NonSendMut, Res}; use sdl2::pixels::Color; use sdl2::render::Canvas; use sdl2::video::Window; /// Renders the HUD (score, lives, etc.) on top of the game. #[allow(clippy::too_many_arguments)] pub fn hud_render_system( mut backbuffer: NonSendMut, mut canvas: NonSendMut<&mut Canvas>, mut atlas: NonSendMut, score: Res, stage: Res, mut errors: EventWriter, ) { let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| { let mut text_renderer = TextTexture::new(1.0); // Render lives and high score text in white let lives_text = "1UP HIGH SCORE "; let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset if let Err(e) = text_renderer.render(canvas, &mut atlas, lives_text, lives_position) { errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into()); } // Render score text let score_text = format!("{:02}", score.0); let score_offset = 7 - (score_text.len() as i32); let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) { errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into()); } // Render high score text let high_score_text = format!("{:02}", score.0); let high_score_offset = 17 - (high_score_text.len() as i32); let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) { errors.write(TextureError::RenderFailed(format!("Failed to render high score text: {}", e)).into()); } // Render GAME OVER text if matches!(*stage, GameStage::GameOver) { let game_over_text = "GAME OVER"; let game_over_width = text_renderer.text_width(game_over_text); let game_over_position = glam::UVec2::new((constants::CANVAS_SIZE.x - game_over_width) / 2, 160); if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, game_over_text, game_over_position, Color::RED) { errors.write(TextureError::RenderFailed(format!("Failed to render GAME OVER text: {}", e)).into()); } } // Render text based on StartupSequence stage if matches!( *stage, GameStage::Starting(StartupSequence::TextOnly { .. }) | GameStage::Starting(StartupSequence::CharactersVisible { .. }) ) { let ready_text = "READY!"; let ready_width = text_renderer.text_width(ready_text); let ready_position = glam::UVec2::new((constants::CANVAS_SIZE.x - ready_width) / 2, 160); if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) { errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into()); } if matches!(*stage, GameStage::Starting(StartupSequence::TextOnly { .. })) { let player_one_text = "PLAYER ONE"; let player_one_width = text_renderer.text_width(player_one_text); let player_one_position = glam::UVec2::new((constants::CANVAS_SIZE.x - player_one_width) / 2, 113); if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN) { errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into()); } } } }); }