mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 15:15:48 -06:00
413 lines
16 KiB
Rust
413 lines
16 KiB
Rust
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::input::TouchState;
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use crate::systems::{
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debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
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DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, StartupSequence, SystemId, SystemTimings,
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TtfAtlasResource, 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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use bevy_ecs::entity::Entity;
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use bevy_ecs::event::EventWriter;
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use bevy_ecs::query::{Changed, Or, Without};
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use bevy_ecs::removal_detection::RemovedComponents;
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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::{BlendMode, Canvas, Texture};
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use sdl2::video::Window;
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use std::time::Instant;
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#[derive(Resource, Default)]
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pub struct RenderDirty(pub bool);
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#[derive(Component)]
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pub struct Hidden;
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/// Enum to identify which texture is being rendered to in the combined render system
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#[derive(Debug, Clone, Copy)]
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enum RenderTarget {
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Backbuffer,
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Debug,
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}
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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: 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.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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/// Updates directional animated entities with synchronized timing across directions.
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///
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/// This runs before the render system to update sprites based on current direction and movement state.
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/// All directions share the same frame timing to ensure perfect synchronization.
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pub fn directional_render_system(
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dt: Res<DeltaTime>,
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mut query: Query<(&Position, &Velocity, &mut DirectionalAnimation, &mut Renderable)>,
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) {
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let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
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for (position, velocity, mut anim, mut renderable) in query.iter_mut() {
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let stopped = matches!(position, Position::Stopped { .. });
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// Only tick animation when moving to preserve stopped frame
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if !stopped {
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// Tick shared animation state
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anim.time_bank += ticks;
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while anim.time_bank >= anim.frame_duration {
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anim.time_bank -= anim.frame_duration;
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anim.current_frame += 1;
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}
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}
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// Get tiles for current direction and movement state
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let tiles = if stopped {
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anim.stopped_tiles.get(velocity.direction)
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} else {
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anim.moving_tiles.get(velocity.direction)
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};
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if !tiles.is_empty() {
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let new_tile = tiles.get_tile(anim.current_frame);
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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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}
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}
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}
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/// Updates linear animated entities (used for non-directional animations like frightened ghosts).
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///
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/// This system handles entities that use LinearAnimation component for simple frame cycling.
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pub fn linear_render_system(dt: Res<DeltaTime>, mut query: Query<(&mut LinearAnimation, &mut Renderable)>) {
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let ticks = (dt.0 * 60.0).round() as u16; // Convert from seconds to ticks at 60 ticks/sec
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for (mut anim, mut renderable) in query.iter_mut() {
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// Tick animation
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anim.time_bank += ticks;
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while anim.time_bank >= anim.frame_duration {
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anim.time_bank -= anim.frame_duration;
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anim.current_frame += 1;
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}
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if !anim.tiles.is_empty() {
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let new_tile = anim.tiles.get_tile(anim.current_frame);
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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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}
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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);
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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);
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/// Renders touch UI overlay for mobile/testing.
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pub fn touch_ui_render_system(
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mut backbuffer: NonSendMut<BackbufferResource>,
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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touch_state: Res<TouchState>,
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mut errors: EventWriter<GameError>,
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) {
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if let Some(ref touch_data) = touch_state.active_touch {
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let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
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// Set blend mode for transparency
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canvas.set_blend_mode(BlendMode::Blend);
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// Draw semi-transparent circle at touch start position
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canvas.set_draw_color(Color::RGBA(255, 255, 255, 100));
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let center = Point::new(touch_data.start_pos.x as i32, touch_data.start_pos.y as i32);
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// Draw a simple circle by drawing filled rectangles (basic approach)
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let radius = 30;
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for dy in -radius..=radius {
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for dx in -radius..=radius {
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if dx * dx + dy * dy <= radius * radius {
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let point = Point::new(center.x + dx, center.y + dy);
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if let Err(e) = canvas.draw_point(point) {
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errors.write(TextureError::RenderFailed(format!("Touch UI render error: {}", e)).into());
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return;
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}
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}
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}
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}
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// Draw direction indicator if we have a direction
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if let Some(direction) = touch_data.current_direction {
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canvas.set_draw_color(Color::RGBA(0, 255, 0, 150));
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// Draw arrow indicating direction
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let arrow_length = 40;
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let (dx, dy) = match direction {
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crate::map::direction::Direction::Up => (0, -arrow_length),
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crate::map::direction::Direction::Down => (0, arrow_length),
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crate::map::direction::Direction::Left => (-arrow_length, 0),
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crate::map::direction::Direction::Right => (arrow_length, 0),
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};
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let end_point = Point::new(center.x + dx, center.y + dy);
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if let Err(e) = canvas.draw_line(center, end_point) {
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errors.write(TextureError::RenderFailed(format!("Touch arrow render error: {}", e)).into());
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}
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// Draw arrowhead (simple approach)
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let arrow_size = 8;
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match direction {
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crate::map::direction::Direction::Up => {
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let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
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let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
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}
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crate::map::direction::Direction::Down => {
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let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
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let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
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}
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crate::map::direction::Direction::Left => {
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let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y - arrow_size));
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let _ = canvas.draw_line(end_point, Point::new(end_point.x + arrow_size, end_point.y + arrow_size));
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}
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crate::map::direction::Direction::Right => {
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let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y - arrow_size));
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let _ = canvas.draw_line(end_point, Point::new(end_point.x - arrow_size, end_point.y + arrow_size));
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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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/// 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 _ = 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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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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// 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(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 high score text
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let high_score_text = format!("{:02}", score.0);
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let high_score_offset = 17 - (high_score_text.len() as i32);
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let high_score_position = glam::UVec2::new(4 + 8 * high_score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
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if let Err(e) = text_renderer.render(canvas, &mut atlas, &high_score_text, high_score_position) {
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errors.write(TextureError::RenderFailed(format!("Failed to render high 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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#[allow(clippy::too_many_arguments)]
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pub fn render_system(
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canvas: &mut Canvas<Window>,
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map_texture: &NonSendMut<MapTextureResource>,
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atlas: &mut SpriteAtlas,
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map: &Res<Map>,
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dirty: &Res<RenderDirty>,
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renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
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errors: &mut 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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// Clear the backbuffer
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canvas.set_draw_color(sdl2::pixels::Color::BLACK);
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canvas.clear();
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// Copy the pre-rendered map texture to the backbuffer
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if let Err(e) = 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
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.iter()
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.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
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.rev()
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{
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let pos = position.get_pixel_position(&map.graph);
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match pos {
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Ok(pos) => {
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let dest = Rect::from_center(
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Point::from((pos.x as i32, pos.y as i32)),
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renderable.sprite.size.x as u32,
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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(canvas, 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);
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}
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}
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}
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}
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/// Combined render system that renders to both backbuffer and debug textures in a single
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/// with_multiple_texture_canvas call for reduced overhead
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#[allow(clippy::too_many_arguments)]
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pub fn combined_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 debug_texture: NonSendMut<DebugTextureResource>,
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mut atlas: NonSendMut<SpriteAtlas>,
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mut ttf_atlas: NonSendMut<TtfAtlasResource>,
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batched_lines: Res<BatchedLinesResource>,
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debug_state: Res<DebugState>,
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timings: Res<SystemTimings>,
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map: Res<Map>,
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dirty: Res<RenderDirty>,
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renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
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colliders: Query<(&Collider, &Position)>,
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cursor: Res<CursorPosition>,
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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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// Prepare textures and render targets
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let textures = [
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(&mut backbuffer.0, RenderTarget::Backbuffer),
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(&mut debug_texture.0, RenderTarget::Debug),
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];
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// Record timing for each system independently
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let mut render_duration = None;
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let mut debug_render_duration = None;
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let result = canvas.with_multiple_texture_canvas(textures.iter(), |texture_canvas, render_target| match render_target {
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RenderTarget::Backbuffer => {
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let start_time = Instant::now();
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render_system(
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texture_canvas,
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&map_texture,
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&mut atlas,
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&map,
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&dirty,
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&renderables,
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&mut errors,
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);
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render_duration = Some(start_time.elapsed());
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}
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RenderTarget::Debug => {
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if !debug_state.enabled {
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return;
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}
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let start_time = Instant::now();
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debug_render_system(
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texture_canvas,
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&mut ttf_atlas,
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&batched_lines,
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&debug_state,
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&timings,
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&map,
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&colliders,
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&cursor,
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);
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debug_render_duration = Some(start_time.elapsed());
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}
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});
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if let Err(e) = result {
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errors.write(TextureError::RenderFailed(e.to_string()).into());
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}
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// Record timings for each system independently
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if let Some(duration) = render_duration {
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timings.add_timing(SystemId::Render, duration);
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}
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if let Some(duration) = debug_render_duration {
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timings.add_timing(SystemId::DebugRender, duration);
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}
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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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