mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 12:07:52 -06:00
116 lines
4.5 KiB
Rust
116 lines
4.5 KiB
Rust
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::movement::{Movable, MovementState, Position};
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use crate::texture::sprite::SpriteAtlas;
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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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use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
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use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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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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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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dirty.0 = true;
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}
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}
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/// Updates the directional animated texture of an entity.
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///
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/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
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pub fn directional_render_system(
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dt: Res<DeltaTime>,
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mut renderables: Query<(&MovementState, &Movable, &mut DirectionalAnimated, &mut Renderable)>,
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mut errors: EventWriter<GameError>,
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) {
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for (movement_state, movable, mut texture, mut renderable) in renderables.iter_mut() {
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let stopped = matches!(movement_state, MovementState::Stopped);
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let current_direction = movable.current_direction;
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let texture = if stopped {
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texture.stopped_textures[current_direction.as_usize()].as_mut()
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} else {
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texture.textures[current_direction.as_usize()].as_mut()
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};
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if let Some(texture) = texture {
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if !stopped {
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texture.tick(dt.0);
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}
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let new_tile = *texture.current_tile();
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if renderable.sprite != new_tile {
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renderable.sprite = new_tile;
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}
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} else {
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errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
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continue;
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}
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}
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}
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/// A non-send resource for the map 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 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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pub fn render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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map_texture: NonSendMut<MapTextureResource>,
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mut backbuffer: NonSendMut<BackbufferResource>,
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mut atlas: NonSendMut<SpriteAtlas>,
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map: Res<Map>,
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dirty: Res<RenderDirty>,
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renderables: Query<(Entity, &Renderable, &Position)>,
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mut errors: EventWriter<GameError>,
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) {
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if !dirty.0 {
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return;
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}
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// Render to backbuffer
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canvas
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.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
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// Clear the backbuffer
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backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
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backbuffer_canvas.clear();
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// Copy the pre-rendered map texture to the backbuffer
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if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) {
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errors.write(TextureError::RenderFailed(e.to_string()).into());
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}
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// Render all entities to the backbuffer
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for (_, renderable, position) in renderables.iter() {
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if !renderable.visible {
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continue;
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}
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let pos = position.get_pixel_pos(&map.graph);
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match pos {
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Ok(pos) => {
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let dest = crate::helpers::centered_with_size(
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glam::IVec2::new(pos.x as i32, pos.y as i32),
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glam::UVec2::new(renderable.sprite.size.x as u32, renderable.sprite.size.y as u32),
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);
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renderable
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.sprite
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.render(backbuffer_canvas, &mut atlas, dest)
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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}
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Err(e) => {
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errors.write(e.into());
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}
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}
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}
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})
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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}
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