mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-18 12:12:39 -06:00
feat!: implement proper error handling, drop most expect() & unwrap() usages
This commit is contained in:
@@ -16,6 +16,8 @@ use crate::texture::animated::AnimatedTexture;
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use crate::texture::directional::DirectionalAnimatedTexture;
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use crate::texture::sprite::SpriteAtlas;
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use crate::error::{EntityError, GameError, GameResult, TextureError};
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/// Determines if a ghost can traverse a given edge.
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///
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/// Ghosts can move through edges that allow all entities or ghost-only edges.
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@@ -101,7 +103,9 @@ impl Entity for Ghost {
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self.choose_random_direction(graph);
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}
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self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse);
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if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
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eprintln!("Ghost movement error: {}", e);
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}
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self.texture.tick(dt);
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}
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}
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@@ -111,7 +115,7 @@ impl Ghost {
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///
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/// Sets up animated textures for all four directions with moving and stopped states.
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/// The moving animation cycles through two sprite variants.
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pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> Self {
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pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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@@ -123,27 +127,51 @@ impl Ghost {
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Direction::Right => "right",
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};
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let moving_tiles = vec![
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SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a")).unwrap(),
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SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b")).unwrap(),
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SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/{}_{}.png",
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ghost_type.as_str(),
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moving_prefix,
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"a"
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)))
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})?,
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SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/{}_{}.png",
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ghost_type.as_str(),
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moving_prefix,
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"b"
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)))
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})?,
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];
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let stopped_tiles =
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vec![
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SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
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.unwrap(),
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.ok_or_else(|| {
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GameError::Texture(TextureError::AtlasTileNotFound(format!(
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"ghost/{}/{}_{}.png",
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ghost_type.as_str(),
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moving_prefix,
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"a"
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)))
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})?,
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];
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2).expect("Invalid frame duration"));
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textures[direction.as_usize()] =
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Some(AnimatedTexture::new(moving_tiles, 0.2).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
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stopped_textures[direction.as_usize()] =
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Some(AnimatedTexture::new(stopped_tiles, 0.1).expect("Invalid frame duration"));
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Some(AnimatedTexture::new(stopped_tiles, 0.1).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
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}
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Self {
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Ok(Self {
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traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
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ghost_type,
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texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
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speed: ghost_type.base_speed(),
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}
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})
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}
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/// Chooses a random available direction at the current intersection.
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@@ -179,9 +207,9 @@ impl Ghost {
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/// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
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///
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/// Returns a vector of NodeIds representing the path, or None if no path exists.
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/// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
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/// The path includes the current node and the target node.
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pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> Option<Vec<NodeId>> {
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pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
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let start_node = self.traverser.position.from_node_id();
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// Use Dijkstra's algorithm to find the shortest path
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@@ -198,7 +226,12 @@ impl Ghost {
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|&node_id| node_id == target,
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);
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result.map(|(path, _cost)| path)
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result.map(|(path, _cost)| path).ok_or_else(|| {
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GameError::Entity(EntityError::PathfindingFailed(format!(
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"No path found from node {} to target {}",
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start_node, target
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)))
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})
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}
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/// Returns the ghost's color for debug rendering.
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@@ -13,6 +13,8 @@ use crate::texture::directional::DirectionalAnimatedTexture;
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use crate::texture::sprite::SpriteAtlas;
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use sdl2::keyboard::Keycode;
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use crate::error::{GameError, GameResult, TextureError};
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/// Determines if Pac-Man can traverse a given edge.
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///
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/// Pac-Man can only move through edges that allow all entities.
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@@ -57,7 +59,9 @@ impl Entity for Pacman {
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}
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fn tick(&mut self, dt: f32, graph: &Graph) {
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self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse);
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if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
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eprintln!("Pac-Man movement error: {}", e);
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}
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self.texture.tick(dt);
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}
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}
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@@ -67,7 +71,7 @@ impl Pacman {
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///
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/// Sets up animated textures for all four directions with moving and stopped states.
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/// The moving animation cycles through open mouth, closed mouth, and full sprites.
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pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> Self {
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pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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@@ -79,22 +83,27 @@ impl Pacman {
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Direction::Right => "pacman/right",
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};
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let moving_tiles = vec![
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SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png")).unwrap(),
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SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png")).unwrap(),
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SpriteAtlas::get_tile(atlas, "pacman/full.png").unwrap(),
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SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
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SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
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SpriteAtlas::get_tile(atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png")).unwrap()];
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let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08).expect("Invalid frame duration"));
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textures[direction.as_usize()] =
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Some(AnimatedTexture::new(moving_tiles, 0.08).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
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stopped_textures[direction.as_usize()] =
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Some(AnimatedTexture::new(stopped_tiles, 0.1).expect("Invalid frame duration"));
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Some(AnimatedTexture::new(stopped_tiles, 0.1).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
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}
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Self {
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Ok(Self {
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traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
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texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
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}
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})
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}
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/// Handles keyboard input to change Pac-Man's direction.
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@@ -10,6 +10,7 @@ use sdl2::render::{Canvas, RenderTarget};
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use crate::entity::direction::Direction;
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use crate::entity::graph::{Edge, Graph, NodeId};
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use crate::entity::traversal::{Position, Traverser};
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use crate::error::{EntityError, GameError, GameResult, TextureError};
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use crate::texture::directional::DirectionalAnimatedTexture;
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use crate::texture::sprite::SpriteAtlas;
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@@ -48,21 +49,24 @@ pub trait Entity {
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///
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/// Converts the graph position to screen coordinates, accounting for
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/// the board offset and centering the sprite.
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fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
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fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
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let pos = match self.traverser().position {
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Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
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Position::AtNode(node_id) => {
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let node = graph.get_node(node_id).ok_or(EntityError::NodeNotFound(node_id))?;
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node.position
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}
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Position::BetweenNodes { from, to, traversed } => {
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let from_pos = graph.get_node(from).unwrap().position;
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let to_pos = graph.get_node(to).unwrap().position;
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let edge = graph.find_edge(from, to).unwrap();
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from_pos + (to_pos - from_pos) * (traversed / edge.distance)
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let from_node = graph.get_node(from).ok_or(EntityError::NodeNotFound(from))?;
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let to_node = graph.get_node(to).ok_or(EntityError::NodeNotFound(to))?;
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let edge = graph.find_edge(from, to).ok_or(EntityError::EdgeNotFound { from, to })?;
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from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
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}
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};
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Vec2::new(
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Ok(Vec2::new(
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pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
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pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
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)
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))
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}
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/// Returns the current node ID that the entity is at or moving towards.
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@@ -88,8 +92,8 @@ pub trait Entity {
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///
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/// Draws the appropriate directional sprite based on the entity's
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/// current movement state and direction.
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fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
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let pixel_pos = self.get_pixel_pos(graph);
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fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
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let pixel_pos = self.get_pixel_pos(graph)?;
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let dest = crate::helpers::centered_with_size(
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glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
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glam::UVec2::new(16, 16),
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@@ -98,11 +102,13 @@ pub trait Entity {
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if self.traverser().position.is_stopped() {
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self.texture()
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.render_stopped(canvas, atlas, dest, self.traverser().direction)
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.expect("Failed to render entity");
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.map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
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} else {
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self.texture()
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.render(canvas, atlas, dest, self.traverser().direction)
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.expect("Failed to render entity");
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.map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
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}
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Ok(())
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}
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}
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@@ -1,3 +1,7 @@
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use tracing::error;
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use crate::error::GameResult;
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use super::direction::Direction;
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use super::graph::{Edge, Graph, NodeId};
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@@ -82,7 +86,9 @@ impl Traverser {
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};
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// This will kickstart the traverser into motion
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traverser.advance(graph, 0.0, can_traverse);
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if let Err(e) = traverser.advance(graph, 0.0, can_traverse) {
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error!("Traverser initialization error: {}", e);
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}
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traverser
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}
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@@ -108,7 +114,9 @@ impl Traverser {
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/// - If it reaches a node, it attempts to transition to a new edge based on
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/// the buffered direction or by continuing straight.
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/// - If no valid move is possible, it stops at the node.
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pub fn advance<F>(&mut self, graph: &Graph, distance: f32, can_traverse: &F)
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///
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/// Returns an error if the movement is invalid (e.g., trying to move in an impossible direction).
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pub fn advance<F>(&mut self, graph: &Graph, distance: f32, can_traverse: &F) -> GameResult<()>
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where
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F: Fn(Edge) -> bool,
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{
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@@ -134,7 +142,18 @@ impl Traverser {
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traversed: distance.max(0.0),
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};
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self.direction = next_direction;
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} else {
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return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
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format!(
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"Cannot traverse edge from {} to {} in direction {:?}",
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node_id, edge.target, next_direction
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),
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)));
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}
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} else {
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return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
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format!("No edge found in direction {:?} from node {}", next_direction, node_id),
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)));
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}
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self.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
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@@ -143,12 +162,15 @@ impl Traverser {
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Position::BetweenNodes { from, to, traversed } => {
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// There is no point in any of the next logic if we don't travel at all
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if distance <= 0.0 {
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return;
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return Ok(());
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}
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let edge = graph
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.find_edge(from, to)
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.expect("Inconsistent state: Traverser is on a non-existent edge.");
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let edge = graph.find_edge(from, to).ok_or_else(|| {
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crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(format!(
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"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
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from, to
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)))
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})?;
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let new_traversed = traversed + distance;
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@@ -201,5 +223,7 @@ impl Traverser {
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}
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}
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}
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Ok(())
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}
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}
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