mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-07 11:15:47 -06:00
108 lines
4.2 KiB
Rust
108 lines
4.2 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, Position, Renderable, Velocity};
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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::system::{NonSendMut, Query, Res};
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use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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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<(&Velocity, &mut DirectionalAnimated, &mut Renderable, &Position)>,
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mut errors: EventWriter<GameError>,
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) {
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for (velocity, mut texture, mut renderable, position) in renderables.iter_mut() {
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let stopped = matches!(position, Position::AtNode(_));
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let texture = if stopped {
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texture.stopped_textures[velocity.direction.as_usize()].as_mut()
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} else {
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texture.textures[velocity.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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renderable.sprite = *texture.current_tile();
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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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renderables: Query<(Entity, &mut Renderable, &Position)>,
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mut errors: EventWriter<GameError>,
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) {
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// Clear the main canvas first
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canvas.set_draw_color(sdl2::pixels::Color::BLACK);
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canvas.clear();
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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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backbuffer_canvas
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.copy(&map_texture.0, None, None)
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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// Render all entities to the backbuffer
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for (_, mut renderable, position) in renderables
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// .iter_mut()
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// .sort_by_key::<&mut Renderable, _, _>(|(renderable, renderable, renderable)| renderable.layer)
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// .collect()
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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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// Copy backbuffer to main canvas and present
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canvas
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.copy(&backbuffer.0, None, None)
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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canvas.present();
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}
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