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docs: document many major functions, types, enums for important functionality
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@@ -11,25 +11,37 @@ use tracing::debug;
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use crate::error::{GameResult, MapError};
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/// The starting positions of the entities in the game.
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/// Predefined spawn locations for all game entities within the navigation graph.
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///
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/// These positions are determined during map parsing and graph construction.
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pub struct NodePositions {
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/// Pac-Man's starting position in the lower section of the maze
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pub pacman: NodeId,
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/// Blinky starts at the ghost house entrance
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pub blinky: NodeId,
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/// Pinky starts in the left area of the ghost house
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pub pinky: NodeId,
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/// Inky starts in the right area of the ghost house
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pub inky: NodeId,
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/// Clyde starts in the center of the ghost house
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pub clyde: NodeId,
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}
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/// The main map structure containing the game board and navigation graph.
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/// Complete maze representation combining visual layout with navigation pathfinding.
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///
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/// Transforms the ASCII board layout into a fully connected navigation graph
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/// while preserving tile-based collision and rendering data. The graph enables
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/// smooth entity movement with proper pathfinding, while the grid mapping allows
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/// efficient spatial queries and debug visualization.
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#[derive(Resource)]
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pub struct Map {
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/// The node map for entity movement.
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/// Connected graph of navigable positions.
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pub graph: Graph,
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/// A mapping from grid positions to node IDs.
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/// Bidirectional mapping between 2D grid coordinates and graph node indices.
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pub grid_to_node: HashMap<IVec2, NodeId>,
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/// A mapping of the starting positions of the entities.
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/// Predetermined spawn locations for all game entities
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pub start_positions: NodePositions,
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/// The raw tile data for the map.
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/// 2D array of tile types for collision detection and rendering
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tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
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}
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@@ -162,7 +174,18 @@ impl Map {
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})
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}
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/// Builds the house structure in the graph.
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/// Constructs the ghost house area with restricted access and internal navigation.
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///
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/// Creates a multi-level ghost house with entrance control, internal movement
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/// areas, and starting positions for each ghost. The house entrance uses
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/// ghost-only traversal flags to prevent Pac-Man from entering while allowing
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/// ghosts to exit. Internal nodes are arranged in vertical lines to provide
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/// distinct starting areas for each ghost character.
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///
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/// # Returns
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///
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/// Tuple of node IDs: (house_entrance, left_center, center_center, right_center)
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/// representing the four key positions within the ghost house structure.
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fn build_house(
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graph: &mut Graph,
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grid_to_node: &HashMap<IVec2, NodeId>,
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@@ -296,7 +319,10 @@ impl Map {
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))
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}
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/// Builds the tunnel connections in the graph.
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/// Creates horizontal tunnel portals for instant teleportation across the maze.
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///
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/// Establishes the tunnel system that allows entities to instantly travel from the left edge of the maze to the right edge.
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/// Creates hidden intermediate nodes beyond the visible tunnel entrances and connects them with zero-distance edges for instantaneous traversal.
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fn build_tunnels(
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graph: &mut Graph,
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grid_to_node: &HashMap<IVec2, NodeId>,
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