mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-16 16:12:37 -06:00
feat: pathfinding, ghost and blinky state, update dependencies
This commit is contained in:
149
src/animation.rs
149
src/animation.rs
@@ -9,41 +9,29 @@ use crate::direction::Direction;
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/// An animated texture, which is a texture that is rendered as a series of
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/// frames.
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///
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/// This struct manages the state of an animated texture, including the current
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/// frame and the number of frames in the animation.
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pub struct AnimatedTexture<'a> {
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// Parameters
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raw_texture: Texture<'a>,
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/// The current tick of the animation.
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ticker: u32,
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/// Whether the animation is currently playing in reverse.
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reversed: bool,
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/// The offset of the texture, in pixels.
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offset: (i32, i32),
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/// The number of ticks per frame.
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ticks_per_frame: u32,
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/// The number of frames in the animation.
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frame_count: u32,
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/// The width of each frame, in pixels.
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frame_width: u32,
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/// The height of each frame, in pixels.
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frame_height: u32,
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width: u32,
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height: u32,
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// State
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ticker: u32,
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reversed: bool,
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}
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impl<'a> AnimatedTexture<'a> {
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/// Creates a new `AnimatedTexture`.
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///
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/// # Arguments
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///
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/// * `texture` - The texture to animate.
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/// * `ticks_per_frame` - The number of ticks to display each frame for.
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/// * `frame_count` - The number of frames in the animation.
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/// * `frame_width` - The width of each frame.
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/// * `frame_height` - The height of each frame.
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/// * `offset` - The offset of the texture, in pixels.
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pub fn new(
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texture: Texture<'a>,
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ticks_per_frame: u32,
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frame_count: u32,
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frame_width: u32,
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frame_height: u32,
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width: u32,
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height: u32,
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offset: Option<(i32, i32)>,
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) -> Self {
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AnimatedTexture {
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@@ -52,20 +40,26 @@ impl<'a> AnimatedTexture<'a> {
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reversed: false,
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ticks_per_frame,
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frame_count,
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frame_width,
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frame_height,
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width,
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height,
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offset: offset.unwrap_or((0, 0)),
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}
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}
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/// Returns the current frame number.
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fn current_frame(&self) -> u32 {
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self.ticker / self.ticks_per_frame
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}
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/// Advances the animation by one tick.
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///
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/// The animation will play forwards, then backwards, then forwards, and so on.
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/// This method updates the internal ticker that tracks the current frame
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/// of the animation. The animation automatically reverses direction when
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/// it reaches the end, creating a ping-pong effect.
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///
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/// When `reversed` is `false`, the ticker increments until it reaches
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/// the total number of ticks for all frames, then reverses direction.
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/// When `reversed` is `true`, the ticker decrements until it reaches 0,
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/// then reverses direction again.
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pub fn tick(&mut self) {
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if self.reversed {
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self.ticker -= 1;
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@@ -82,27 +76,33 @@ impl<'a> AnimatedTexture<'a> {
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}
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}
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/// Calculates the source rectangle for the given frame.
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fn get_frame_rect(&self, frame: u32) -> Rect {
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if frame >= self.frame_count {
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panic!("Frame {} is out of bounds for this texture", frame);
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}
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Rect::new(
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frame as i32 * self.frame_width as i32,
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0,
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self.frame_width,
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self.frame_height,
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)
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}
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/// Renders the animation to the canvas.
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/// Gets the source rectangle for a specific frame of the animated texture.
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///
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/// This method calculates the position and dimensions of a frame within the
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/// texture atlas. Frames are arranged horizontally in a single row, so the
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/// rectangle's x-coordinate is calculated by multiplying the frame index
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/// by the frame width.
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///
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/// # Arguments
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///
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/// * `canvas` - The canvas to render to.
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/// * `position` - The position to render the animation at.
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/// * `direction` - The direction the animation is facing.
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/// * `frame` - The frame index to get the rectangle for (0-based)
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///
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/// # Returns
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///
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/// A `Rect` representing the source rectangle for the specified frame
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fn get_frame_rect(&self, frame: u32) -> Option<Rect> {
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if frame >= self.frame_count {
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return None;
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}
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Some(Rect::new(
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frame as i32 * self.width as i32,
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0,
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self.width,
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self.height,
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))
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}
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pub fn render(
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&mut self,
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canvas: &mut Canvas<Window>,
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@@ -113,41 +113,22 @@ impl<'a> AnimatedTexture<'a> {
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self.tick();
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}
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/// Renders the animation to the canvas, but only ticks the animation until
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/// the given frame is reached.
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/// Renders a specific frame of the animated texture to the canvas.
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///
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/// This method renders a static frame without advancing the animation ticker.
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/// It's useful for displaying a specific frame, such as when an entity is stopped
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/// or when you want to manually control which frame is displayed.
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///
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/// # Arguments
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///
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/// * `canvas` - The canvas to render to.
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/// * `position` - The position to render the animation at.
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/// * `direction` - The direction the animation is facing.
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/// * `frame` - The frame to render until.
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pub fn render_until(
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&mut self,
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canvas: &mut Canvas<Window>,
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position: (i32, i32),
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direction: Direction,
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frame: u32,
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) {
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// TODO: If the frame we're targeting is in the opposite direction (due
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// to self.reverse), we should pre-emptively reverse. This would require
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// a more complex ticking mechanism.
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let current = self.current_frame();
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self.render_static(canvas, position, direction, Some(current));
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if frame != current {
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self.tick();
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}
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}
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/// Renders a specific frame of the animation.
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/// * `canvas` - The SDL canvas to render to
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/// * `position` - The pixel position where the texture should be rendered
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/// * `direction` - The direction to rotate the texture based on entity facing
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/// * `frame` - Optional specific frame to render. If `None`, uses the current frame
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///
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/// # Arguments
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/// # Panics
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///
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/// * `canvas` - The canvas to render to.
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/// * `position` - The position to render the animation at.
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/// * `direction` - The direction the animation is facing.
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/// * `frame` - The frame to render. If `None`, the current frame is used.
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/// Panics if the specified frame is out of bounds for this texture.
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pub fn render_static(
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&mut self,
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canvas: &mut Canvas<Window>,
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@@ -155,19 +136,20 @@ impl<'a> AnimatedTexture<'a> {
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direction: Direction,
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frame: Option<u32>,
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) {
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let frame_rect = self.get_frame_rect(frame.unwrap_or(self.current_frame()));
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let position_rect = Rect::new(
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let texture_source_frame_rect =
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self.get_frame_rect(frame.unwrap_or_else(|| self.current_frame()));
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let canvas_destination_rect = Rect::new(
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position.0 + self.offset.0,
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position.1 + self.offset.1,
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self.frame_width,
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self.frame_height,
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self.width,
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self.height,
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);
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canvas
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.copy_ex(
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&self.raw_texture,
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Some(frame_rect),
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Some(position_rect),
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texture_source_frame_rect,
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Some(canvas_destination_rect),
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direction.angle(),
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None,
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false,
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@@ -175,4 +157,9 @@ impl<'a> AnimatedTexture<'a> {
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)
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.expect("Could not render texture on canvas");
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}
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/// Sets the color modulation for the texture.
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pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) {
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self.raw_texture.set_color_mod(r, g, b);
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}
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}
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@@ -20,7 +20,7 @@ pub const WINDOW_WIDTH: u32 = CELL_SIZE * BOARD_WIDTH;
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pub const WINDOW_HEIGHT: u32 = CELL_SIZE * (BOARD_HEIGHT + 6);
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/// An enum representing the different types of tiles on the map.
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum MapTile {
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/// An empty tile.
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Empty,
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69
src/game.rs
69
src/game.rs
@@ -1,4 +1,5 @@
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//! This module contains the main game logic and state.
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use std::cell::RefCell;
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use std::rc::Rc;
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use sdl2::image::LoadTexture;
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@@ -14,6 +15,7 @@ use crate::audio::Audio;
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use crate::constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD};
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use crate::direction::Direction;
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use crate::entity::Entity;
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use crate::ghosts::Blinky;
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use crate::map::Map;
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use crate::pacman::Pacman;
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@@ -24,6 +26,10 @@ static POWER_PELLET_TEXTURE_DATA: &[u8] = include_bytes!("../assets/24/energizer
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static MAP_TEXTURE_DATA: &[u8] = include_bytes!("../assets/map.png");
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static FONT_DATA: &[u8] = include_bytes!("../assets/font/konami.ttf");
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// Add ghost texture data
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static GHOST_BODY_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/ghost_body.png");
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static GHOST_EYES_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/ghost_eyes.png");
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/// The main game state.
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///
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/// This struct contains all the information necessary to run the game, including
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@@ -34,11 +40,13 @@ pub struct Game<'a> {
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pellet_texture: Texture<'a>,
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power_pellet_texture: Texture<'a>,
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font: Font<'a, 'static>,
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pacman: Pacman<'a>,
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pacman: Rc<RefCell<Pacman<'a>>>,
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map: Rc<std::cell::RefCell<Map>>,
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debug: bool,
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score: u32,
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audio: Audio,
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// Add ghost
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blinky: Blinky<'a>,
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}
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impl Game<'_> {
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@@ -62,7 +70,28 @@ impl Game<'_> {
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let pacman_atlas = texture_creator
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.load_texture_bytes(PACMAN_TEXTURE_DATA)
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.expect("Could not load pacman texture from embedded data");
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let pacman = Pacman::new((1, 1), pacman_atlas, Rc::clone(&map));
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let pacman = Rc::new(std::cell::RefCell::new(Pacman::new(
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(1, 1),
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pacman_atlas,
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Rc::clone(&map),
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)));
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// Load ghost textures
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let ghost_body = texture_creator
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.load_texture_bytes(GHOST_BODY_TEXTURE_DATA)
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.expect("Could not load ghost body texture from embedded data");
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let ghost_eyes = texture_creator
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.load_texture_bytes(GHOST_EYES_TEXTURE_DATA)
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.expect("Could not load ghost eyes texture from embedded data");
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// Create Blinky
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let blinky = Blinky::new(
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(13, 11), // Starting position just above ghost house
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ghost_body,
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ghost_eyes,
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Rc::clone(&map),
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Rc::clone(&pacman),
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);
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// Load pellet texture from embedded data
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let pellet_texture = texture_creator
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@@ -90,15 +119,16 @@ impl Game<'_> {
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Game {
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canvas,
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pacman: pacman,
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pacman,
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debug: false,
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map: map,
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map,
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map_texture,
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pellet_texture,
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power_pellet_texture,
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font,
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score: 0,
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audio,
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blinky,
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}
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}
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@@ -110,7 +140,7 @@ impl Game<'_> {
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pub fn keyboard_event(&mut self, keycode: Keycode) {
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// Change direction
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let direction = Direction::from_keycode(keycode);
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self.pacman.next_direction = direction;
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self.pacman.borrow_mut().next_direction = direction;
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// Toggle debug mode
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if keycode == Keycode::Space {
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@@ -143,9 +173,16 @@ impl Game<'_> {
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// Reset the score
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self.score = 0;
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// Reset Pacman position (you might want to customize this)
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// For now, we'll keep Pacman where he is, but you could add:
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// self.pacman.position = Map::cell_to_pixel((1, 1));
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// Reset Pac-Man position
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let mut pacman = self.pacman.borrow_mut();
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pacman.pixel_position = Map::cell_to_pixel((1, 1));
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pacman.cell_position = (1, 1);
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// Reset ghost positions
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self.blinky.set_mode(crate::ghost::GhostMode::House);
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self.blinky.pixel_position = Map::cell_to_pixel((13, 11));
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self.blinky.cell_position = (13, 11);
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self.blinky.direction = Direction::Left;
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event!(tracing::Level::INFO, "Game reset - map and score cleared");
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}
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@@ -153,13 +190,14 @@ impl Game<'_> {
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/// Advances the game by one tick.
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pub fn tick(&mut self) {
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self.check_pellet_eating();
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self.pacman.tick();
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self.pacman.borrow_mut().tick();
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self.blinky.tick();
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}
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/// Checks if Pac-Man is currently eating a pellet and updates the game state
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/// accordingly.
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fn check_pellet_eating(&mut self) {
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let cell_pos = self.pacman.cell_position();
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let cell_pos = self.pacman.borrow().cell_position();
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// Check if there's a pellet at the current position
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let tile = {
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@@ -227,8 +265,11 @@ impl Game<'_> {
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}
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}
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// Render the pacman
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self.pacman.render(self.canvas);
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// Render Pac-Man
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self.pacman.borrow_mut().render(self.canvas);
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// Render ghost
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self.blinky.render(self.canvas);
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// Render score
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self.render_ui();
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@@ -244,7 +285,7 @@ impl Game<'_> {
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.unwrap_or(MapTile::Empty);
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let mut color = None;
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if (x, y) == self.pacman.cell_position() {
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if (x, y) == self.pacman.borrow().cell_position() {
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self.draw_cell((x, y), Color::CYAN);
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} else {
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color = match tile {
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@@ -263,7 +304,7 @@ impl Game<'_> {
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}
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// Draw the next cell
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let next_cell = self.pacman.next_cell(None);
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let next_cell = self.pacman.borrow().next_cell(None);
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self.draw_cell((next_cell.0 as u32, next_cell.1 as u32), Color::YELLOW);
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}
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||||
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367
src/ghost.rs
Normal file
367
src/ghost.rs
Normal file
@@ -0,0 +1,367 @@
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use pathfinding::prelude::astar;
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||||
use sdl2::{
|
||||
pixels::Color,
|
||||
render::{Canvas, Texture},
|
||||
video::Window,
|
||||
};
|
||||
use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
|
||||
use rand::Rng;
|
||||
|
||||
use crate::{
|
||||
animation::AnimatedTexture,
|
||||
constants::{MapTile, BOARD_OFFSET, CELL_SIZE},
|
||||
direction::Direction,
|
||||
entity::Entity,
|
||||
map::Map,
|
||||
modulation::{SimpleTickModulator, TickModulator},
|
||||
pacman::Pacman,
|
||||
};
|
||||
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||||
/// The different modes a ghost can be in
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||||
#[derive(Debug, Clone, Copy, PartialEq)]
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||||
pub enum GhostMode {
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||||
/// Chase mode - ghost actively pursues Pac-Man using its unique strategy
|
||||
Chase,
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||||
/// Scatter mode - ghost heads to its home corner
|
||||
Scatter,
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||||
/// Frightened mode - ghost moves randomly and can be eaten
|
||||
Frightened,
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||||
/// Eyes mode - ghost returns to the ghost house after being eaten
|
||||
Eyes,
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||||
/// House mode - ghost is in the ghost house, waiting to exit
|
||||
House,
|
||||
}
|
||||
|
||||
/// The different ghost personalities
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub enum GhostType {
|
||||
Blinky, // Red - Shadow
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||||
Pinky, // Pink - Speedy
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||||
Inky, // Cyan - Bashful
|
||||
Clyde, // Orange - Pokey
|
||||
}
|
||||
|
||||
impl GhostType {
|
||||
/// Returns the color of the ghost.
|
||||
pub fn color(&self) -> Color {
|
||||
match self {
|
||||
GhostType::Blinky => Color::RGB(255, 0, 0),
|
||||
GhostType::Pinky => Color::RGB(255, 184, 255),
|
||||
GhostType::Inky => Color::RGB(0, 255, 255),
|
||||
GhostType::Clyde => Color::RGB(255, 184, 82),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Base ghost struct that contains common functionality
|
||||
pub struct Ghost<'a> {
|
||||
/// The absolute position of the ghost on the board, in pixels
|
||||
pub pixel_position: (i32, i32),
|
||||
/// The position of the ghost on the board, in grid coordinates
|
||||
pub cell_position: (u32, u32),
|
||||
/// The current direction of the ghost
|
||||
pub direction: Direction,
|
||||
/// The current mode of the ghost
|
||||
pub mode: GhostMode,
|
||||
/// The type/personality of this ghost
|
||||
pub ghost_type: GhostType,
|
||||
/// Whether the ghost is currently blue (frightened)
|
||||
pub is_blue: bool,
|
||||
/// Reference to the game map
|
||||
pub map: Rc<RefCell<Map>>,
|
||||
/// Reference to Pac-Man for targeting
|
||||
pub pacman: Rc<RefCell<Pacman<'a>>>,
|
||||
/// Movement speed
|
||||
speed: u32,
|
||||
/// Movement modulator
|
||||
modulation: SimpleTickModulator,
|
||||
/// Ghost body sprite
|
||||
body_sprite: AnimatedTexture<'a>,
|
||||
/// Ghost eyes sprite
|
||||
eyes_sprite: AnimatedTexture<'a>,
|
||||
}
|
||||
|
||||
impl Ghost<'_> {
|
||||
/// Creates a new ghost instance
|
||||
pub fn new<'a>(
|
||||
ghost_type: GhostType,
|
||||
starting_position: (u32, u32),
|
||||
body_texture: Texture<'a>,
|
||||
eyes_texture: Texture<'a>,
|
||||
map: Rc<RefCell<Map>>,
|
||||
pacman: Rc<RefCell<Pacman<'a>>>,
|
||||
) -> Ghost<'a> {
|
||||
let color = ghost_type.color();
|
||||
let mut body_sprite = AnimatedTexture::new(body_texture, 8, 2, 32, 32, Some((-4, -4)));
|
||||
body_sprite.set_color_modulation(color.r, color.g, color.b);
|
||||
|
||||
Ghost {
|
||||
pixel_position: Map::cell_to_pixel(starting_position),
|
||||
cell_position: starting_position,
|
||||
direction: Direction::Left,
|
||||
mode: GhostMode::Chase,
|
||||
ghost_type,
|
||||
is_blue: false,
|
||||
map,
|
||||
pacman,
|
||||
speed: 3,
|
||||
modulation: SimpleTickModulator::new(1.0),
|
||||
body_sprite,
|
||||
eyes_sprite: AnimatedTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))),
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders the ghost to the canvas
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
// Render body
|
||||
if self.mode != GhostMode::Eyes {
|
||||
let color = if self.mode == GhostMode::Frightened {
|
||||
Color::RGB(0, 0, 255)
|
||||
} else {
|
||||
self.ghost_type.color()
|
||||
};
|
||||
|
||||
self.body_sprite
|
||||
.set_color_modulation(color.r, color.g, color.b);
|
||||
self.body_sprite
|
||||
.render(canvas, self.pixel_position, Direction::Right);
|
||||
}
|
||||
|
||||
// Always render eyes on top
|
||||
let eye_frame = if self.mode == GhostMode::Frightened {
|
||||
4 // Frightened frame
|
||||
} else {
|
||||
match self.direction {
|
||||
Direction::Right => 0,
|
||||
Direction::Up => 1,
|
||||
Direction::Left => 2,
|
||||
Direction::Down => 3,
|
||||
}
|
||||
};
|
||||
|
||||
self.eyes_sprite.render_static(
|
||||
canvas,
|
||||
self.pixel_position,
|
||||
Direction::Right,
|
||||
Some(eye_frame),
|
||||
);
|
||||
}
|
||||
|
||||
/// Calculates the path to the target tile using the A* algorithm.
|
||||
fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
|
||||
let start = self.cell_position;
|
||||
let map = self.map.borrow();
|
||||
|
||||
astar(
|
||||
&start,
|
||||
|&p| {
|
||||
let mut successors = vec![];
|
||||
for dir in &[
|
||||
Direction::Up,
|
||||
Direction::Down,
|
||||
Direction::Left,
|
||||
Direction::Right,
|
||||
] {
|
||||
let (dx, dy) = dir.offset();
|
||||
let next_p = (p.0 as i32 + dx, p.1 as i32 + dy);
|
||||
if let Some(tile) = map.get_tile(next_p) {
|
||||
if tile != MapTile::Wall {
|
||||
successors.push(((next_p.0 as u32, next_p.1 as u32), 1));
|
||||
}
|
||||
}
|
||||
}
|
||||
successors
|
||||
},
|
||||
|&p| {
|
||||
((p.0 as i32 - target.0 as i32).abs() + (p.1 as i32 - target.1 as i32).abs()) as u32
|
||||
},
|
||||
|&p| p == target,
|
||||
)
|
||||
}
|
||||
|
||||
/// Gets the target tile for this ghost based on its current mode
|
||||
pub fn get_target_tile(&self) -> (i32, i32) {
|
||||
match self.mode {
|
||||
GhostMode::Scatter => self.get_scatter_target(),
|
||||
GhostMode::Chase => self.get_chase_target(),
|
||||
GhostMode::Frightened => self.get_random_target(),
|
||||
GhostMode::Eyes => self.get_house_target(),
|
||||
GhostMode::House => self.get_house_exit_target(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets this ghost's home corner target for scatter mode
|
||||
fn get_scatter_target(&self) -> (i32, i32) {
|
||||
match self.ghost_type {
|
||||
GhostType::Blinky => (25, 0), // Top right
|
||||
GhostType::Pinky => (2, 0), // Top left
|
||||
GhostType::Inky => (27, 35), // Bottom right
|
||||
GhostType::Clyde => (0, 35), // Bottom left
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets a random adjacent tile for frightened mode
|
||||
fn get_random_target(&self) -> (i32, i32) {
|
||||
let mut rng = rand::thread_rng();
|
||||
let (x, y) = self.cell_position;
|
||||
let mut possible_moves = Vec::new();
|
||||
|
||||
// Check all four directions
|
||||
for dir in &[
|
||||
Direction::Up,
|
||||
Direction::Down,
|
||||
Direction::Left,
|
||||
Direction::Right,
|
||||
] {
|
||||
// Don't allow reversing direction
|
||||
if *dir == self.direction.opposite() {
|
||||
continue;
|
||||
}
|
||||
|
||||
let (dx, dy) = dir.offset();
|
||||
let next_cell = (x as i32 + dx, y as i32 + dy);
|
||||
let tile = self.map.borrow().get_tile(next_cell);
|
||||
if let Some(MapTile::Wall) = tile {
|
||||
// It's a wall, not a valid move
|
||||
} else {
|
||||
possible_moves.push(next_cell);
|
||||
}
|
||||
}
|
||||
|
||||
if possible_moves.is_empty() {
|
||||
// No valid moves, must reverse
|
||||
let (dx, dy) = self.direction.opposite().offset();
|
||||
return (x as i32 + dx, y as i32 + dy);
|
||||
}
|
||||
|
||||
// Choose a random valid move
|
||||
possible_moves[rng.gen_range(0..possible_moves.len())]
|
||||
}
|
||||
|
||||
/// Gets the ghost house target for returning eyes
|
||||
fn get_house_target(&self) -> (i32, i32) {
|
||||
(13, 14) // Center of ghost house
|
||||
}
|
||||
|
||||
/// Gets the exit point target when leaving house
|
||||
fn get_house_exit_target(&self) -> (i32, i32) {
|
||||
(13, 11) // Just above ghost house
|
||||
}
|
||||
|
||||
/// Gets this ghost's chase mode target (to be implemented by each ghost type)
|
||||
fn get_chase_target(&self) -> (i32, i32) {
|
||||
// Default implementation just targets Pac-Man directly
|
||||
let pacman = self.pacman.borrow();
|
||||
(pacman.cell_position.0 as i32, pacman.cell_position.1 as i32)
|
||||
}
|
||||
|
||||
/// Changes the ghost's mode and handles direction reversal
|
||||
pub fn set_mode(&mut self, new_mode: GhostMode) {
|
||||
// Don't reverse if going to/from frightened or if in house
|
||||
let should_reverse = self.mode != GhostMode::House
|
||||
&& new_mode != GhostMode::Frightened
|
||||
&& self.mode != GhostMode::Frightened;
|
||||
|
||||
self.mode = new_mode;
|
||||
|
||||
if should_reverse {
|
||||
self.direction = self.direction.opposite();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Entity for Ghost<'_> {
|
||||
fn position(&self) -> (i32, i32) {
|
||||
self.pixel_position
|
||||
}
|
||||
|
||||
fn cell_position(&self) -> (u32, u32) {
|
||||
self.cell_position
|
||||
}
|
||||
|
||||
fn internal_position(&self) -> (u32, u32) {
|
||||
let (x, y) = self.position();
|
||||
(x as u32 % CELL_SIZE, y as u32 % CELL_SIZE)
|
||||
}
|
||||
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
let (x, y) = self.position();
|
||||
let (other_x, other_y) = other.position();
|
||||
x == other_x && y == other_y
|
||||
}
|
||||
|
||||
fn tick(&mut self) {
|
||||
if self.mode == GhostMode::House {
|
||||
// For now, do nothing in the house
|
||||
return;
|
||||
}
|
||||
|
||||
if self.internal_position() == (0, 0) {
|
||||
self.cell_position = (
|
||||
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
|
||||
// Pathfinding logic
|
||||
let target_tile = self.get_target_tile();
|
||||
if let Some((path, _)) =
|
||||
self.get_path_to_target((target_tile.0 as u32, target_tile.1 as u32))
|
||||
{
|
||||
if path.len() > 1 {
|
||||
let next_move = path[1];
|
||||
let (x, y) = self.cell_position;
|
||||
let dx = next_move.0 as i32 - x as i32;
|
||||
let dy = next_move.1 as i32 - y as i32;
|
||||
self.direction = if dx > 0 {
|
||||
Direction::Right
|
||||
} else if dx < 0 {
|
||||
Direction::Left
|
||||
} else if dy > 0 {
|
||||
Direction::Down
|
||||
} else {
|
||||
Direction::Up
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Check if the next tile in the current direction is a wall
|
||||
let (dx, dy) = self.direction.offset();
|
||||
let next_cell = (
|
||||
self.cell_position.0 as i32 + dx,
|
||||
self.cell_position.1 as i32 + dy,
|
||||
);
|
||||
let next_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile(next_cell)
|
||||
.unwrap_or(MapTile::Empty);
|
||||
if next_tile == MapTile::Wall {
|
||||
// Don't move if the next tile is a wall
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if !self.modulation.next() {
|
||||
return;
|
||||
}
|
||||
|
||||
// Update position based on current direction and speed
|
||||
let speed = self.speed as i32;
|
||||
match self.direction {
|
||||
Direction::Right => self.pixel_position.0 += speed,
|
||||
Direction::Left => self.pixel_position.0 -= speed,
|
||||
Direction::Up => self.pixel_position.1 -= speed,
|
||||
Direction::Down => self.pixel_position.1 += speed,
|
||||
}
|
||||
|
||||
// Update cell position when aligned with grid
|
||||
if self.internal_position() == (0, 0) {
|
||||
self.cell_position = (
|
||||
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
88
src/ghosts/blinky.rs
Normal file
88
src/ghosts/blinky.rs
Normal file
@@ -0,0 +1,88 @@
|
||||
use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
use crate::{
|
||||
entity::Entity,
|
||||
ghost::{Ghost, GhostMode, GhostType},
|
||||
map::Map,
|
||||
pacman::Pacman,
|
||||
};
|
||||
|
||||
pub struct Blinky<'a> {
|
||||
ghost: Ghost<'a>,
|
||||
}
|
||||
|
||||
impl<'a> Blinky<'a> {
|
||||
pub fn new(
|
||||
starting_position: (u32, u32),
|
||||
body_texture: Texture<'a>,
|
||||
eyes_texture: Texture<'a>,
|
||||
map: Rc<RefCell<Map>>,
|
||||
pacman: Rc<RefCell<Pacman<'a>>>,
|
||||
) -> Blinky<'a> {
|
||||
Blinky {
|
||||
ghost: Ghost::new(
|
||||
GhostType::Blinky,
|
||||
starting_position,
|
||||
body_texture,
|
||||
eyes_texture,
|
||||
map,
|
||||
pacman,
|
||||
),
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets Blinky's chase target - directly targets Pac-Man's current position
|
||||
fn get_chase_target(&self) -> (i32, i32) {
|
||||
let pacman = self.ghost.pacman.borrow();
|
||||
(pacman.cell_position.0 as i32, pacman.cell_position.1 as i32)
|
||||
}
|
||||
|
||||
pub fn set_mode(&mut self, mode: GhostMode) {
|
||||
self.ghost.set_mode(mode);
|
||||
}
|
||||
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
self.ghost.render(canvas);
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a> Entity for Blinky<'a> {
|
||||
fn position(&self) -> (i32, i32) {
|
||||
self.ghost.position()
|
||||
}
|
||||
|
||||
fn cell_position(&self) -> (u32, u32) {
|
||||
self.ghost.cell_position()
|
||||
}
|
||||
|
||||
fn internal_position(&self) -> (u32, u32) {
|
||||
self.ghost.internal_position()
|
||||
}
|
||||
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
self.ghost.is_colliding(other)
|
||||
}
|
||||
|
||||
fn tick(&mut self) {
|
||||
self.ghost.tick()
|
||||
}
|
||||
}
|
||||
|
||||
// Allow direct access to ghost fields
|
||||
impl<'a> std::ops::Deref for Blinky<'a> {
|
||||
type Target = Ghost<'a>;
|
||||
|
||||
fn deref(&self) -> &Self::Target {
|
||||
&self.ghost
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a> std::ops::DerefMut for Blinky<'a> {
|
||||
fn deref_mut(&mut self) -> &mut Self::Target {
|
||||
&mut self.ghost
|
||||
}
|
||||
}
|
||||
3
src/ghosts/mod.rs
Normal file
3
src/ghosts/mod.rs
Normal file
@@ -0,0 +1,3 @@
|
||||
mod blinky;
|
||||
|
||||
pub use blinky::Blinky;
|
||||
@@ -58,6 +58,8 @@ mod constants;
|
||||
mod direction;
|
||||
mod entity;
|
||||
mod game;
|
||||
mod ghost;
|
||||
mod ghosts;
|
||||
mod helper;
|
||||
mod map;
|
||||
mod modulation;
|
||||
|
||||
@@ -69,10 +69,9 @@ impl Pacman<'_> {
|
||||
///
|
||||
/// * `canvas` - The SDL canvas to render to.
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
// When stopped, render the last frame of the animation
|
||||
if self.stopped {
|
||||
self.sprite
|
||||
.render_until(canvas, self.pixel_position, self.direction, 2);
|
||||
.render_static(canvas, self.pixel_position, self.direction, Some(2));
|
||||
} else {
|
||||
self.sprite
|
||||
.render(canvas, self.pixel_position, self.direction);
|
||||
@@ -208,29 +207,31 @@ impl Entity for Pacman<'_> {
|
||||
}
|
||||
}
|
||||
|
||||
if !self.stopped && self.modulation.next() {
|
||||
let speed = self.speed as i32;
|
||||
match self.direction {
|
||||
Direction::Right => {
|
||||
self.pixel_position.0 += speed;
|
||||
if !self.stopped {
|
||||
if self.modulation.next() {
|
||||
let speed = self.speed as i32;
|
||||
match self.direction {
|
||||
Direction::Right => {
|
||||
self.pixel_position.0 += speed;
|
||||
}
|
||||
Direction::Left => {
|
||||
self.pixel_position.0 -= speed;
|
||||
}
|
||||
Direction::Up => {
|
||||
self.pixel_position.1 -= speed;
|
||||
}
|
||||
Direction::Down => {
|
||||
self.pixel_position.1 += speed;
|
||||
}
|
||||
}
|
||||
Direction::Left => {
|
||||
self.pixel_position.0 -= speed;
|
||||
}
|
||||
Direction::Up => {
|
||||
self.pixel_position.1 -= speed;
|
||||
}
|
||||
Direction::Down => {
|
||||
self.pixel_position.1 += speed;
|
||||
}
|
||||
}
|
||||
|
||||
// Update the cell position if Pac-Man is aligned with the grid.
|
||||
if self.internal_position_even() == (0, 0) {
|
||||
self.cell_position = (
|
||||
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
// Update the cell position if Pac-Man is aligned with the grid.
|
||||
if self.internal_position_even() == (0, 0) {
|
||||
self.cell_position = (
|
||||
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user