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docs: document many major functions, types, enums for important functionality
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@@ -1,11 +1,19 @@
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use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
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use crate::texture::sprite::AtlasTile;
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/// Frame-based animation system for cycling through multiple sprite tiles.
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///
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/// Manages automatic frame progression based on elapsed time.
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/// Uses a time banking system to ensure consistent animation speed regardless of frame rate variations.
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#[derive(Debug, Clone)]
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pub struct AnimatedTexture {
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/// Sequence of sprite tiles that make up the animation frames
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tiles: Vec<AtlasTile>,
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/// Duration each frame should be displayed (in seconds)
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frame_duration: f32,
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/// Index of the currently active frame in the tiles vector
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current_frame: usize,
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/// Accumulated time since the last frame change (for smooth timing)
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time_bank: f32,
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}
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@@ -25,6 +33,16 @@ impl AnimatedTexture {
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})
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}
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/// Advances the animation by the specified time delta with automatic frame cycling.
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///
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/// Accumulates time in the time bank and progresses through frames when enough
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/// time has elapsed. Supports frame rates independent of game frame rate by
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/// potentially advancing multiple frames in a single call if `dt` is large.
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/// Animation loops automatically when reaching the final frame.
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///
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/// # Arguments
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///
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/// * `dt` - Time elapsed since the last tick (typically frame delta time)
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pub fn tick(&mut self, dt: f32) {
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self.time_bank += dt;
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while self.time_bank >= self.frame_duration {
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@@ -8,8 +8,10 @@ use std::collections::HashMap;
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use crate::error::TextureError;
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/// Atlas frame mapping data loaded from JSON metadata files.
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#[derive(Clone, Debug, Deserialize)]
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pub struct AtlasMapper {
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/// Mapping from sprite name to frame bounds within the atlas texture
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pub frames: HashMap<String, MapperFrame>,
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}
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@@ -72,10 +74,19 @@ impl AtlasTile {
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}
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}
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/// High-performance sprite atlas providing fast texture region lookups and rendering.
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///
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/// Combines a single large texture with metadata mapping to enable efficient
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/// sprite rendering without texture switching. Caches color modulation state
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/// to minimize redundant SDL2 calls and supports both named sprite lookups
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/// and optional default color modulation configuration.
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pub struct SpriteAtlas {
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/// The combined texture containing all sprite frames
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texture: Texture<'static>,
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/// Mapping from sprite names to their pixel coordinates within the texture
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tiles: HashMap<String, MapperFrame>,
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default_color: Option<Color>,
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/// Cached color modulation state to avoid redundant SDL2 calls
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last_modulation: Option<Color>,
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}
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@@ -89,6 +100,12 @@ impl SpriteAtlas {
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}
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}
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/// Retrieves a sprite tile by name from the atlas with fast HashMap lookup.
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///
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/// Returns an `AtlasTile` containing the texture coordinates and dimensions
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/// for the named sprite, or `None` if the sprite name is not found in the
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/// atlas. The returned tile can be used for immediate rendering or stored
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/// for repeated use in animations and entity sprites.
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pub fn get_tile(&self, name: &str) -> Option<AtlasTile> {
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self.tiles.get(name).map(|frame| AtlasTile {
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pos: U16Vec2::new(frame.x, frame.y),
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