mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 12:07:56 -06:00
refactor: abstract entity details into MovableEntity
This commit is contained in:
@@ -3,14 +3,68 @@
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/// A trait for game objects that can be moved and rendered.
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pub trait Entity {
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/// Returns a reference to the base MovableEntity.
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fn base(&self) -> &MovableEntity;
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/// Returns true if the entity is colliding with the other entity.
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fn is_colliding(&self, other: &dyn Entity) -> bool;
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/// Returns the absolute position of the entity, in pixels.
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fn position(&self) -> (i32, i32);
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/// Returns the cell position of the entity, in grid coordinates.
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fn cell_position(&self) -> (u32, u32);
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/// Returns the position of the entity within its current cell, in pixels.
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fn internal_position(&self) -> (u32, u32);
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/// Ticks the entity, which updates its state and position.
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fn tick(&mut self);
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}
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/// A struct for movable game entities with position, direction, speed, and modulation.
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pub struct MovableEntity {
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/// The absolute position of the entity on the board, in pixels.
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pub pixel_position: (i32, i32),
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/// The position of the entity on the board, in grid coordinates.
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pub cell_position: (u32, u32),
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/// The current direction of the entity.
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pub direction: crate::direction::Direction,
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/// Movement speed (pixels per tick).
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pub speed: u32,
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/// Movement modulator for controlling speed.
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pub modulation: crate::modulation::SimpleTickModulator,
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/// Whether the entity is currently in a tunnel.
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pub in_tunnel: bool,
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}
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impl MovableEntity {
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/// Creates a new MovableEntity.
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pub fn new(
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pixel_position: (i32, i32),
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cell_position: (u32, u32),
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direction: crate::direction::Direction,
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speed: u32,
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modulation: crate::modulation::SimpleTickModulator,
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) -> Self {
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Self {
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pixel_position,
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cell_position,
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direction,
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speed,
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modulation,
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in_tunnel: false,
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}
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}
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/// Returns the position within the current cell, in pixels.
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pub fn internal_position(&self) -> (u32, u32) {
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(
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self.pixel_position.0 as u32 % crate::constants::CELL_SIZE,
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self.pixel_position.1 as u32 % crate::constants::CELL_SIZE,
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)
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}
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/// Move the entity in its current direction by its speed.
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pub fn move_forward(&mut self) {
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let speed = self.speed as i32;
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use crate::direction::Direction;
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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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}
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}
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20
src/game.rs
20
src/game.rs
@@ -187,10 +187,10 @@ impl Game<'_> {
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// Reset Pacman 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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pacman.in_tunnel = false;
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pacman.direction = Direction::Right;
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pacman.base.pixel_position = Map::cell_to_pixel((1, 1));
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pacman.base.cell_position = (1, 1);
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pacman.base.in_tunnel = false;
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pacman.base.direction = Direction::Right;
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pacman.next_direction = None;
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pacman.stopped = false;
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@@ -213,10 +213,10 @@ impl Game<'_> {
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}
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}
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if let Some(&(gx, gy)) = valid_positions.iter().choose(&mut rng) {
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self.blinky.pixel_position = Map::cell_to_pixel((gx, gy));
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self.blinky.cell_position = (gx, gy);
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self.blinky.in_tunnel = false;
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self.blinky.direction = Direction::Left;
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self.blinky.base.pixel_position = Map::cell_to_pixel((gx, gy));
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self.blinky.base.cell_position = (gx, gy);
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self.blinky.base.in_tunnel = false;
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self.blinky.base.direction = Direction::Left;
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self.blinky.mode = crate::ghost::GhostMode::Chase;
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}
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}
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@@ -231,7 +231,7 @@ impl Game<'_> {
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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.borrow().cell_position();
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let cell_pos = self.pacman.borrow().base.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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@@ -319,7 +319,7 @@ 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.borrow().cell_position() {
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if (x, y) == self.pacman.borrow().base.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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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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@@ -4,6 +4,7 @@ use std::rc::Rc;
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use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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use crate::entity::MovableEntity;
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use crate::{
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entity::Entity,
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ghost::{Ghost, GhostMode, GhostType},
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@@ -38,7 +39,8 @@ impl<'a> Blinky<'a> {
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||||
/// Gets Blinky's chase target - directly targets Pac-Man's current position
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fn get_chase_target(&self) -> (i32, i32) {
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let pacman = self.ghost.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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||||
}
|
||||
|
||||
pub fn set_mode(&mut self, mode: GhostMode) {
|
||||
@@ -51,16 +53,8 @@ impl<'a> Blinky<'a> {
|
||||
}
|
||||
|
||||
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 base(&self) -> &MovableEntity {
|
||||
self.ghost.base()
|
||||
}
|
||||
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
|
||||
161
src/pacman.rs
161
src/pacman.rs
@@ -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,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user