refactor: abstract entity details into MovableEntity

This commit is contained in:
2025-07-23 14:08:28 -05:00
parent 6d3d3bf49c
commit 1fa7a0807f
5 changed files with 207 additions and 200 deletions

View File

@@ -13,81 +13,65 @@ use crate::{
constants::MapTile,
constants::{BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
direction::Direction,
entity::Entity,
entity::{Entity, MovableEntity},
map::Map,
modulation::{SimpleTickModulator, TickModulator},
};
/// The Pac-Man entity.
pub struct Pacman<'a> {
/// The absolute position of Pac-Man on the board, in pixels.
pub pixel_position: (i32, i32),
/// The position of Pac-Man on the board, in grid coordinates.
/// This is only updated at the moment Pac-Man is aligned with the grid.
pub cell_position: (u32, u32),
/// The current direction of Pac-Man.
pub direction: Direction,
/// Shared movement and position fields.
pub base: MovableEntity,
/// The next direction of Pac-Man, which will be applied when Pac-Man is next aligned with the grid.
pub next_direction: Option<Direction>,
/// Whether Pac-Man is currently stopped.
pub stopped: bool,
map: Rc<RefCell<Map>>,
speed: u32,
modulation: SimpleTickModulator,
sprite: AnimatedTexture<'a>,
pub in_tunnel: bool,
}
impl Pacman<'_> {
/// Creates a new `Pacman` instance.
///
/// # Arguments
///
/// * `starting_position` - The starting position of Pac-Man, in grid coordinates.
/// * `atlas` - The texture atlas containing the Pac-Man sprites.
/// * `map` - A reference to the game map.
pub fn new<'a>(
starting_position: (u32, u32),
atlas: Texture<'a>,
map: Rc<RefCell<Map>>,
) -> Pacman<'a> {
let pixel_position = Map::cell_to_pixel(starting_position);
Pacman {
pixel_position: Map::cell_to_pixel(starting_position),
cell_position: starting_position,
direction: Direction::Right,
base: MovableEntity::new(
pixel_position,
starting_position,
Direction::Right,
3,
SimpleTickModulator::new(1.0),
),
next_direction: None,
speed: 3,
map,
stopped: false,
modulation: SimpleTickModulator::new(1.0),
map,
sprite: AnimatedTexture::new(atlas, 2, 3, 32, 32, Some((-4, -4))),
in_tunnel: false,
}
}
/// Renders Pac-Man to the canvas.
///
/// # Arguments
///
/// * `canvas` - The SDL canvas to render to.
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
if self.stopped {
self.sprite
.render_static(canvas, self.pixel_position, self.direction, Some(2));
self.sprite.render_static(
canvas,
self.base.pixel_position,
self.base.direction,
Some(2),
);
} else {
self.sprite
.render(canvas, self.pixel_position, self.direction);
.render(canvas, self.base.pixel_position, self.base.direction);
}
}
/// Calculates the next cell in the given direction.
///
/// # Arguments
///
/// * `direction` - The direction to check. If `None`, the current direction is used.
pub fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
let (x, y) = direction.unwrap_or(self.direction).offset();
let cell = self.cell_position;
let (x, y) = direction.unwrap_or(self.base.direction).offset();
let cell = self.base.cell_position;
(cell.0 as i32 + x, cell.1 as i32 + y)
}
@@ -101,7 +85,7 @@ impl Pacman<'_> {
None => return false,
// If the next direction is the same as the current direction, do nothing.
Some(next_direction) => {
if next_direction == self.direction {
if next_direction == self.base.direction {
self.next_direction = None;
return false;
}
@@ -125,14 +109,14 @@ impl Pacman<'_> {
event!(
tracing::Level::DEBUG,
"Direction change: {:?} -> {:?} at position ({}, {}) internal ({}, {})",
self.direction,
self.base.direction,
self.next_direction.unwrap(),
self.pixel_position.0,
self.pixel_position.1,
self.internal_position().0,
self.internal_position().1
self.base.pixel_position.0,
self.base.pixel_position.1,
self.base.internal_position().0,
self.base.internal_position().1
);
self.direction = self.next_direction.unwrap();
self.base.direction = self.next_direction.unwrap();
self.next_direction = None;
true
@@ -144,63 +128,63 @@ impl Pacman<'_> {
/// This is used to ensure that Pac-Man is aligned with the grid before
/// changing direction.
fn internal_position_even(&self) -> (u32, u32) {
let (x, y) = self.internal_position();
let (x, y) = self.base.internal_position();
((x / 2u32) * 2u32, (y / 2u32) * 2u32)
}
}
impl Entity for Pacman<'_> {
fn base(&self) -> &MovableEntity {
&self.base
}
/// Returns true if the Pac-Man entity is colliding with the other entity.
fn is_colliding(&self, other: &dyn Entity) -> bool {
let (x, y) = self.position();
let (other_x, other_y) = other.position();
let (x, y) = self.base.pixel_position;
let (other_x, other_y) = other.base().pixel_position;
x == other_x && y == other_y
}
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)
}
/// Ticks the Pac-Man entity.
fn tick(&mut self) {
// Pac-Man can only change direction when he is perfectly aligned with the grid.
let can_change = self.internal_position_even() == (0, 0);
if can_change {
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,
self.base.cell_position = (
(self.base.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
(self.base.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
);
let current_tile = self
.map
.borrow()
.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32))
.get_tile((
self.base.cell_position.0 as i32,
self.base.cell_position.1 as i32,
))
.unwrap_or(MapTile::Empty);
if current_tile == MapTile::Tunnel {
self.in_tunnel = true;
self.base.in_tunnel = true;
}
// Tunnel logic: if in tunnel, force movement and prevent direction change
if self.in_tunnel {
if self.base.in_tunnel {
// If out of bounds, teleport to the opposite side and exit tunnel
if self.cell_position.0 == 0 {
self.cell_position.0 = BOARD_WIDTH - 2;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0 + 1, self.cell_position.1));
self.in_tunnel = false;
} else if self.cell_position.0 == BOARD_WIDTH - 1 {
self.cell_position.0 = 1;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0 - 1, self.cell_position.1));
self.in_tunnel = false;
if self.base.cell_position.0 == 0 {
self.base.cell_position.0 = BOARD_WIDTH - 2;
self.base.pixel_position = Map::cell_to_pixel((
self.base.cell_position.0 + 1,
self.base.cell_position.1,
));
self.base.in_tunnel = false;
} else if self.base.cell_position.0 == BOARD_WIDTH - 1 {
self.base.cell_position.0 = 1;
self.base.pixel_position = Map::cell_to_pixel((
self.base.cell_position.0 - 1,
self.base.cell_position.1,
));
self.base.in_tunnel = false;
} else {
// While in tunnel, do not allow direction change
// and always move in the current direction
@@ -226,28 +210,13 @@ impl Entity for Pacman<'_> {
}
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;
}
}
if self.base.modulation.next() {
self.base.move_forward();
// 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,
self.base.cell_position = (
(self.base.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
(self.base.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
);
}
}