mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-11 00:07:57 -06:00
feat!: implement proper error handling, drop most expect() & unwrap() usages
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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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