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https://github.com/Xevion/Pac-Man.git
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feat: implement ghost entities, movement & rendering
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216
src/entity/ghost.rs
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216
src/entity/ghost.rs
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//! Ghost entity implementation.
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//!
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//! This module contains the ghost character logic, including movement,
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//! animation, and rendering. Ghosts move through the game graph using
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//! a traverser and display directional animated textures.
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use glam::Vec2;
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use rand::prelude::*;
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use smallvec::SmallVec;
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use tracing::debug;
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use crate::constants::BOARD_PIXEL_OFFSET;
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use crate::entity::direction::Direction;
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use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId, Position, Traverser};
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use crate::helpers::centered_with_size;
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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 sdl2::render::{Canvas, RenderTarget};
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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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fn can_ghost_traverse(edge: Edge) -> bool {
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matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
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}
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/// The four classic ghost types.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum GhostType {
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Blinky,
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Pinky,
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Inky,
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Clyde,
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}
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impl GhostType {
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/// Returns the ghost type name for atlas lookups.
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pub fn as_str(self) -> &'static str {
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match self {
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GhostType::Blinky => "blinky",
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GhostType::Pinky => "pinky",
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GhostType::Inky => "inky",
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GhostType::Clyde => "clyde",
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}
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}
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/// Returns the base movement speed for this ghost type.
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pub fn base_speed(self) -> f32 {
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match self {
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GhostType::Blinky => 1.0,
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GhostType::Pinky => 0.95,
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GhostType::Inky => 0.9,
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GhostType::Clyde => 0.85,
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}
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}
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}
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/// A ghost entity that roams the game world.
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///
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/// Ghosts move through the game world using a graph-based navigation system
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/// and display directional animated sprites. They randomly choose directions
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/// at each intersection.
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pub struct Ghost {
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/// Handles movement through the game graph
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pub traverser: Traverser,
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/// The type of ghost (affects appearance and speed)
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pub ghost_type: GhostType,
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/// Manages directional animated textures for different movement states
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texture: DirectionalAnimatedTexture,
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/// Current movement speed
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speed: f32,
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}
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impl Ghost {
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/// Creates a new ghost instance at the specified starting node.
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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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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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for direction in Direction::DIRECTIONS {
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let moving_prefix = match direction {
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Direction::Up => "up",
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Direction::Down => "down",
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Direction::Left => "left",
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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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];
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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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];
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2).expect("Invalid frame duration"));
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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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}
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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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/// Updates the ghost's position and animation state.
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///
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/// Advances movement through the graph, updates texture animation,
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/// and chooses random directions at intersections.
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pub fn tick(&mut self, dt: f32, graph: &Graph) {
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// Choose random direction when at a node
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if self.traverser.position.is_at_node() {
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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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self.texture.tick(dt);
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}
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/// Chooses a random available direction at the current intersection.
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fn choose_random_direction(&mut self, graph: &Graph) {
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let current_node = self.traverser.position.from_node_id();
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let intersection = &graph.adjacency_list[current_node];
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// Collect all available directions
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let mut available_directions = SmallVec::<[_; 4]>::new();
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for direction in Direction::DIRECTIONS {
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if let Some(edge) = intersection.get(direction) {
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if can_ghost_traverse(edge) {
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available_directions.push(direction);
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}
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}
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}
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debug!(
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"Ghost {} at node {}: available directions: {:?}, current direction: {:?}",
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self.ghost_type.as_str(),
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current_node,
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available_directions,
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self.traverser.direction
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);
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// Choose a random direction (avoid reversing unless necessary)
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if !available_directions.is_empty() {
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let mut rng = SmallRng::from_os_rng();
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// Filter out the opposite direction if possible, but allow it if we have limited options
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let opposite = self.traverser.direction.opposite();
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let filtered_directions: Vec<_> = available_directions
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.iter()
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.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
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.collect();
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debug!(
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"Ghost {}: filtered directions: {:?}, opposite: {:?}",
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self.ghost_type.as_str(),
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filtered_directions,
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opposite
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);
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if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
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self.traverser.set_next_direction(*random_direction);
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debug!("Ghost {} chose direction: {:?}", self.ghost_type.as_str(), random_direction);
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}
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}
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}
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/// Calculates the current pixel position in the game world.
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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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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::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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}
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};
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Vec2::new(pos.x + BOARD_PIXEL_OFFSET.x as f32, pos.y + BOARD_PIXEL_OFFSET.y as f32)
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}
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/// Renders the ghost at its current position.
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///
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/// Draws the appropriate directional sprite based on the ghost's
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/// current movement state and direction.
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pub 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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let dest = 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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);
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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 ghost");
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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 ghost");
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}
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}
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}
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@@ -1,3 +1,4 @@
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pub mod direction;
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pub mod ghost;
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pub mod graph;
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pub mod pacman;
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