mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-16 04:12:37 -06:00
refactor: abstract entity details into MovableEntity
This commit is contained in:
144
src/ghost.rs
144
src/ghost.rs
@@ -13,7 +13,7 @@ use crate::{
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animation::AnimatedTexture,
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constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
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direction::Direction,
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entity::Entity,
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entity::{Entity, MovableEntity},
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map::Map,
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modulation::{SimpleTickModulator, TickModulator},
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pacman::Pacman,
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@@ -57,12 +57,8 @@ impl GhostType {
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/// Base ghost struct that contains common functionality
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pub struct Ghost<'a> {
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/// The absolute position of the ghost on the board, in pixels
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pub pixel_position: (i32, i32),
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/// The position of the ghost on the board, in grid coordinates
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pub cell_position: (u32, u32),
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/// The current direction of the ghost
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pub direction: Direction,
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/// Shared movement and position fields.
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pub base: MovableEntity,
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/// The current mode of the ghost
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pub mode: GhostMode,
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/// The type/personality of this ghost
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@@ -71,16 +67,10 @@ pub struct Ghost<'a> {
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pub map: Rc<RefCell<Map>>,
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/// Reference to Pac-Man for targeting
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pub pacman: Rc<RefCell<Pacman<'a>>>,
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/// Movement speed
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speed: u32,
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/// Movement modulator
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modulation: SimpleTickModulator,
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/// Ghost body sprite
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body_sprite: AnimatedTexture<'a>,
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/// Ghost eyes sprite
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eyes_sprite: AnimatedTexture<'a>,
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/// Whether the ghost is currently in a tunnel
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pub in_tunnel: bool,
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}
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impl Ghost<'_> {
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@@ -96,20 +86,21 @@ impl Ghost<'_> {
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let color = ghost_type.color();
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let mut body_sprite = AnimatedTexture::new(body_texture, 8, 2, 32, 32, Some((-4, -4)));
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body_sprite.set_color_modulation(color.r, color.g, color.b);
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let pixel_position = Map::cell_to_pixel(starting_position);
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Ghost {
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pixel_position: Map::cell_to_pixel(starting_position),
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cell_position: starting_position,
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direction: Direction::Left,
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base: MovableEntity::new(
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pixel_position,
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starting_position,
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Direction::Left,
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3,
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SimpleTickModulator::new(1.0),
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),
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mode: GhostMode::Chase,
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ghost_type,
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map,
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pacman,
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speed: 3,
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modulation: SimpleTickModulator::new(1.0),
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body_sprite,
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eyes_sprite: AnimatedTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))),
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in_tunnel: false,
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}
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}
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@@ -126,14 +117,14 @@ impl Ghost<'_> {
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self.body_sprite
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.set_color_modulation(color.r, color.g, color.b);
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self.body_sprite
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.render(canvas, self.pixel_position, Direction::Right);
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.render(canvas, self.base.pixel_position, Direction::Right);
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}
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// Always render eyes on top
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let eye_frame = if self.mode == GhostMode::Frightened {
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4 // Frightened frame
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} else {
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match self.direction {
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match self.base.direction {
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Direction::Right => 0,
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Direction::Up => 1,
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Direction::Left => 2,
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@@ -143,7 +134,7 @@ impl Ghost<'_> {
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self.eyes_sprite.render_static(
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canvas,
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self.pixel_position,
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self.base.pixel_position,
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Direction::Right,
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Some(eye_frame),
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);
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@@ -151,7 +142,7 @@ impl Ghost<'_> {
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/// Calculates the path to the target tile using the A* algorithm.
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pub fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
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let start = self.cell_position;
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let start = self.base.cell_position;
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let map = self.map.borrow();
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dijkstra(
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@@ -211,8 +202,8 @@ impl Ghost<'_> {
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/// Gets a random adjacent tile for frightened mode
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fn get_random_target(&self) -> (i32, i32) {
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let mut rng = rand::thread_rng();
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let (x, y) = self.cell_position;
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let mut rng = rand::rng();
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let (x, y) = self.base.cell_position;
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let mut possible_moves = Vec::new();
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// Check all four directions
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@@ -223,7 +214,7 @@ impl Ghost<'_> {
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Direction::Right,
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] {
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// Don't allow reversing direction
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if *dir == self.direction.opposite() {
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if *dir == self.base.direction.opposite() {
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continue;
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}
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@@ -239,7 +230,7 @@ impl Ghost<'_> {
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if possible_moves.is_empty() {
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// No valid moves, must reverse
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let (dx, dy) = self.direction.opposite().offset();
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let (dx, dy) = self.base.direction.opposite().offset();
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return (x as i32 + dx, y as i32 + dy);
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}
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@@ -261,7 +252,8 @@ impl Ghost<'_> {
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fn get_chase_target(&self) -> (i32, i32) {
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// Default implementation just targets Pac-Man directly
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let pacman = self.pacman.borrow();
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(pacman.cell_position.0 as i32, pacman.cell_position.1 as i32)
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let cell = pacman.base.cell_position;
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(cell.0 as i32, cell.1 as i32)
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}
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/// Changes the ghost's mode and handles direction reversal
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@@ -273,66 +265,70 @@ impl Ghost<'_> {
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self.mode = new_mode;
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self.base.speed = match new_mode {
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GhostMode::Chase => 3,
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GhostMode::Scatter => 2,
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GhostMode::Frightened => 2,
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GhostMode::Eyes => 7,
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GhostMode::House => 0,
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};
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if should_reverse {
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self.direction = self.direction.opposite();
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self.base.direction = self.base.direction.opposite();
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}
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}
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}
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impl Entity for Ghost<'_> {
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fn position(&self) -> (i32, i32) {
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self.pixel_position
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}
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fn cell_position(&self) -> (u32, u32) {
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self.cell_position
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}
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fn internal_position(&self) -> (u32, u32) {
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let (x, y) = self.position();
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(x as u32 % CELL_SIZE, y as u32 % CELL_SIZE)
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fn base(&self) -> &MovableEntity {
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&self.base
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}
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/// Returns true if the ghost entity is colliding with the other entity.
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fn is_colliding(&self, other: &dyn Entity) -> bool {
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let (x, y) = self.position();
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let (other_x, other_y) = other.position();
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let (x, y) = self.base.pixel_position;
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let (other_x, other_y) = other.base().pixel_position;
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x == other_x && y == other_y
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}
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/// Ticks the ghost entity.
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fn tick(&mut self) {
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if self.mode == GhostMode::House {
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// For now, do nothing in the house
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return;
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}
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if self.internal_position() == (0, 0) {
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self.cell_position = (
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(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
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(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
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if self.base.internal_position() == (0, 0) {
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self.base.cell_position = (
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(self.base.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
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(self.base.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
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);
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let current_tile = self
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.map
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.borrow()
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.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32))
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.get_tile((
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self.base.cell_position.0 as i32,
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self.base.cell_position.1 as i32,
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))
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.unwrap_or(MapTile::Empty);
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if current_tile == MapTile::Tunnel {
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self.in_tunnel = true;
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self.base.in_tunnel = true;
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}
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// Tunnel logic: if in tunnel, force movement and prevent direction change
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if self.in_tunnel {
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if self.base.in_tunnel {
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// If out of bounds, teleport to the opposite side and exit tunnel
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if self.cell_position.0 == 0 {
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self.cell_position.0 = BOARD_WIDTH - 2;
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self.pixel_position =
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Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
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self.in_tunnel = false;
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} else if self.cell_position.0 == BOARD_WIDTH - 1 {
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self.cell_position.0 = 1;
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self.pixel_position =
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Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
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self.in_tunnel = false;
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if self.base.cell_position.0 == 0 {
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self.base.cell_position.0 = BOARD_WIDTH - 2;
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self.base.pixel_position =
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Map::cell_to_pixel((self.base.cell_position.0, self.base.cell_position.1));
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self.base.in_tunnel = false;
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} else if self.base.cell_position.0 == BOARD_WIDTH - 1 {
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self.base.cell_position.0 = 1;
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self.base.pixel_position =
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Map::cell_to_pixel((self.base.cell_position.0, self.base.cell_position.1));
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self.base.in_tunnel = false;
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} else {
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// While in tunnel, do not allow direction change
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// and always move in the current direction
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@@ -345,10 +341,10 @@ impl Entity for Ghost<'_> {
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{
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if path.len() > 1 {
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let next_move = path[1];
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let (x, y) = self.cell_position;
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let (x, y) = self.base.cell_position;
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let dx = next_move.0 as i32 - x as i32;
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let dy = next_move.1 as i32 - y as i32;
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self.direction = if dx > 0 {
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self.base.direction = if dx > 0 {
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Direction::Right
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} else if dx < 0 {
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Direction::Left
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@@ -362,10 +358,10 @@ impl Entity for Ghost<'_> {
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}
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// Check if the next tile in the current direction is a wall
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let (dx, dy) = self.direction.offset();
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let (dx, dy) = self.base.direction.offset();
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let next_cell = (
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self.cell_position.0 as i32 + dx,
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self.cell_position.1 as i32 + dy,
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self.base.cell_position.0 as i32 + dx,
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self.base.cell_position.1 as i32 + dy,
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);
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let next_tile = self
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.map
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@@ -378,24 +374,18 @@ impl Entity for Ghost<'_> {
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}
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}
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if !self.modulation.next() {
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if !self.base.modulation.next() {
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return;
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}
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// Update position based on current direction and speed
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let speed = self.speed as i32;
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match self.direction {
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Direction::Right => self.pixel_position.0 += speed,
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Direction::Left => self.pixel_position.0 -= speed,
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Direction::Up => self.pixel_position.1 -= speed,
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Direction::Down => self.pixel_position.1 += speed,
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}
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self.base.move_forward();
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// Update cell position when aligned with grid
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if self.internal_position() == (0, 0) {
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self.cell_position = (
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(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
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(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
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if self.base.internal_position() == (0, 0) {
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self.base.cell_position = (
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(self.base.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
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(self.base.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
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);
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}
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}
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