mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-16 16:12:37 -06:00
feat!: implement proper error handling, drop most expect() & unwrap() usages
This commit is contained in:
131
src/game.rs
131
src/game.rs
@@ -1,6 +1,5 @@
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//! This module contains the main game logic and state.
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use anyhow::Result;
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use glam::{UVec2, Vec2};
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use rand::{rngs::SmallRng, Rng, SeedableRng};
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use sdl2::{
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@@ -11,6 +10,8 @@ use sdl2::{
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video::WindowContext,
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};
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use crate::error::{EntityError, GameError, GameResult, TextureError};
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use crate::{
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asset::{get_asset_bytes, Asset},
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audio::Audio,
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@@ -52,46 +53,57 @@ impl Game {
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texture_creator: &TextureCreator<WindowContext>,
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_ttf_context: &sdl2::ttf::Sdl2TtfContext,
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_audio_subsystem: &sdl2::AudioSubsystem,
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) -> Game {
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let map = Map::new(RAW_BOARD);
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) -> GameResult<Game> {
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let map = Map::new(RAW_BOARD)?;
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let pacman_start_pos = map.find_starting_position(0).unwrap();
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let pacman_start_pos = map
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.find_starting_position(0)
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.ok_or_else(|| GameError::NotFound("Pac-Man starting position".to_string()))?;
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let pacman_start_node = *map
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.grid_to_node
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.get(&glam::IVec2::new(pacman_start_pos.x as i32, pacman_start_pos.y as i32))
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.expect("Pac-Man starting position not found in graph");
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.ok_or_else(|| GameError::NotFound("Pac-Man starting position not found in graph".to_string()))?;
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let atlas_bytes = get_asset_bytes(Asset::Atlas).expect("Failed to load asset");
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let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
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let atlas_texture = unsafe {
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let texture = texture_creator
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.load_texture_bytes(&atlas_bytes)
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.expect("Could not load atlas texture from asset API");
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let texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
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if e.to_string().contains("format") || e.to_string().contains("unsupported") {
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GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {}", e)))
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} else {
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GameError::Texture(TextureError::LoadFailed(e.to_string()))
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}
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})?;
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sprite::texture_to_static(texture)
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};
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let atlas_json = get_asset_bytes(Asset::AtlasJson).expect("Failed to load asset");
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let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json).expect("Could not parse atlas JSON");
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let atlas_json = get_asset_bytes(Asset::AtlasJson)?;
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let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json)?;
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let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
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let mut map_texture = SpriteAtlas::get_tile(&atlas, "maze/full.png").expect("Failed to load map tile");
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let mut map_texture = SpriteAtlas::get_tile(&atlas, "maze/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/full.png".to_string())))?;
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map_texture.color = Some(Color::RGB(0x20, 0x20, 0xf9));
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let text_texture = TextTexture::new(1.0);
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let audio = Audio::new();
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let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas);
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let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas)?;
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// Create ghosts at random positions
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let mut ghosts = Vec::new();
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let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
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let mut rng = SmallRng::from_os_rng();
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if map.graph.node_count() == 0 {
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return Err(GameError::Config("Game map has no nodes - invalid configuration".to_string()));
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}
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for &ghost_type in &ghost_types {
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// Find a random node for the ghost to start at
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let random_node = rng.random_range(0..map.graph.node_count());
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let ghost = Ghost::new(&map.graph, random_node, ghost_type, &atlas);
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let ghost = Ghost::new(&map.graph, random_node, ghost_type, &atlas)?;
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ghosts.push(ghost);
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}
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Game {
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Ok(Game {
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score: 0,
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map,
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pacman,
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@@ -101,7 +113,7 @@ impl Game {
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text_texture,
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audio,
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atlas,
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}
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})
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}
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pub fn keyboard_event(&mut self, keycode: Keycode) {
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@@ -112,21 +124,26 @@ impl Game {
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}
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if keycode == Keycode::R {
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self.reset_game_state();
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if let Err(e) = self.reset_game_state() {
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tracing::error!("Failed to reset game state: {}", e);
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}
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}
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}
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/// Resets the game state, randomizing ghost positions and resetting Pac-Man
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fn reset_game_state(&mut self) {
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fn reset_game_state(&mut self) -> GameResult<()> {
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// Reset Pac-Man to starting position
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let pacman_start_pos = self.map.find_starting_position(0).unwrap();
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let pacman_start_pos = self
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.map
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.find_starting_position(0)
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.ok_or_else(|| GameError::NotFound("Pac-Man starting position".to_string()))?;
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let pacman_start_node = *self
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.map
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.grid_to_node
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.get(&glam::IVec2::new(pacman_start_pos.x as i32, pacman_start_pos.y as i32))
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.expect("Pac-Man starting position not found in graph");
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.ok_or_else(|| GameError::NotFound("Pac-Man starting position not found in graph".to_string()))?;
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self.pacman = Pacman::new(&self.map.graph, pacman_start_node, &self.atlas);
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self.pacman = Pacman::new(&self.map.graph, pacman_start_node, &self.atlas)?;
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// Randomize ghost positions
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let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
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@@ -134,8 +151,10 @@ impl Game {
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for (i, ghost) in self.ghosts.iter_mut().enumerate() {
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let random_node = rng.random_range(0..self.map.graph.node_count());
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*ghost = Ghost::new(&self.map.graph, random_node, ghost_types[i], &self.atlas);
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*ghost = Ghost::new(&self.map.graph, random_node, ghost_types[i], &self.atlas)?;
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}
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Ok(())
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}
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pub fn tick(&mut self, dt: f32) {
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@@ -147,19 +166,25 @@ impl Game {
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}
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}
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pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> Result<()> {
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canvas.with_texture_canvas(backbuffer, |canvas| {
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canvas.set_draw_color(Color::BLACK);
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canvas.clear();
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self.map.render(canvas, &mut self.atlas, &mut self.map_texture);
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pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
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canvas
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.with_texture_canvas(backbuffer, |canvas| {
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canvas.set_draw_color(Color::BLACK);
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canvas.clear();
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self.map.render(canvas, &mut self.atlas, &mut self.map_texture);
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// Render all ghosts
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for ghost in &self.ghosts {
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ghost.render(canvas, &mut self.atlas, &self.map.graph);
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}
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// Render all ghosts
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for ghost in &self.ghosts {
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if let Err(e) = ghost.render(canvas, &mut self.atlas, &self.map.graph) {
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tracing::error!("Failed to render ghost: {}", e);
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}
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}
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self.pacman.render(canvas, &mut self.atlas, &self.map.graph);
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})?;
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if let Err(e) = self.pacman.render(canvas, &mut self.atlas, &self.map.graph) {
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tracing::error!("Failed to render pacman: {}", e);
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}
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})
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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Ok(())
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}
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@@ -169,11 +194,17 @@ impl Game {
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canvas: &mut Canvas<T>,
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backbuffer: &Texture,
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cursor_pos: glam::Vec2,
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) -> Result<()> {
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canvas.copy(backbuffer, None, None).map_err(anyhow::Error::msg)?;
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) -> GameResult<()> {
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canvas
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.copy(backbuffer, None, None)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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if self.debug_mode {
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self.map
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.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.atlas, cursor_pos);
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if let Err(e) = self
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.map
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.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.atlas, cursor_pos)
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{
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tracing::error!("Failed to render debug cursor: {}", e);
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}
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self.render_pathfinding_debug(canvas)?;
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}
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self.draw_hud(canvas)?;
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@@ -185,11 +216,11 @@ impl Game {
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///
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/// Each ghost's path is drawn in its respective color with a small offset
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/// to prevent overlapping lines.
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fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> Result<()> {
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fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
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let pacman_node = self.pacman.current_node_id();
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for ghost in self.ghosts.iter() {
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if let Some(path) = ghost.calculate_path_to_target(&self.map.graph, pacman_node) {
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if let Ok(path) = ghost.calculate_path_to_target(&self.map.graph, pacman_node) {
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if path.len() < 2 {
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continue; // Skip if path is too short
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}
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@@ -215,7 +246,11 @@ impl Game {
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// Calculate offset positions for all nodes using the same perpendicular direction
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let mut offset_positions = Vec::new();
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for &node_id in &path {
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let node = self.map.graph.get_node(node_id).unwrap();
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let node = self
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.map
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.graph
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.get_node(node_id)
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.ok_or(GameError::Entity(EntityError::NodeNotFound(node_id)))?;
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let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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offset_positions.push(pos + offset);
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}
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@@ -231,7 +266,7 @@ impl Game {
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// Draw the line
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canvas
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.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
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.map_err(anyhow::Error::msg)?;
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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}
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}
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}
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@@ -240,7 +275,7 @@ impl Game {
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Ok(())
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}
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fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> Result<()> {
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fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
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let lives = 3;
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let score_text = format!("{:02}", self.score);
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let x_offset = 4;
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@@ -248,18 +283,22 @@ impl Game {
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let lives_offset = 3;
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let score_offset = 7 - (score_text.len() as i32);
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self.text_texture.set_scale(1.0);
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let _ = self.text_texture.render(
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if let Err(e) = self.text_texture.render(
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canvas,
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&mut self.atlas,
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&format!("{lives}UP HIGH SCORE "),
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UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
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);
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let _ = self.text_texture.render(
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) {
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tracing::error!("Failed to render HUD text: {}", e);
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}
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if let Err(e) = self.text_texture.render(
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canvas,
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&mut self.atlas,
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&score_text,
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UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
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);
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) {
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tracing::error!("Failed to render score text: {}", e);
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}
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// Display FPS information in top-left corner
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// let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
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