feat: implement ghost entities, movement & rendering

This commit is contained in:
2025-08-11 11:53:47 -05:00
parent e964adc818
commit 27705f1ba2
6 changed files with 323 additions and 1 deletions

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src/entity/ghost.rs Normal file
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//! Ghost entity implementation.
//!
//! This module contains the ghost character logic, including movement,
//! animation, and rendering. Ghosts move through the game graph using
//! a traverser and display directional animated textures.
use glam::Vec2;
use rand::prelude::*;
use smallvec::SmallVec;
use tracing::debug;
use crate::constants::BOARD_PIXEL_OFFSET;
use crate::entity::direction::Direction;
use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId, Position, Traverser};
use crate::helpers::centered_with_size;
use crate::texture::animated::AnimatedTexture;
use crate::texture::directional::DirectionalAnimatedTexture;
use crate::texture::sprite::SpriteAtlas;
use sdl2::render::{Canvas, RenderTarget};
/// Determines if a ghost can traverse a given edge.
///
/// Ghosts can move through edges that allow all entities or ghost-only edges.
fn can_ghost_traverse(edge: Edge) -> bool {
matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
}
/// The four classic ghost types.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum GhostType {
Blinky,
Pinky,
Inky,
Clyde,
}
impl GhostType {
/// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str {
match self {
GhostType::Blinky => "blinky",
GhostType::Pinky => "pinky",
GhostType::Inky => "inky",
GhostType::Clyde => "clyde",
}
}
/// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 {
match self {
GhostType::Blinky => 1.0,
GhostType::Pinky => 0.95,
GhostType::Inky => 0.9,
GhostType::Clyde => 0.85,
}
}
}
/// A ghost entity that roams the game world.
///
/// Ghosts move through the game world using a graph-based navigation system
/// and display directional animated sprites. They randomly choose directions
/// at each intersection.
pub struct Ghost {
/// Handles movement through the game graph
pub traverser: Traverser,
/// The type of ghost (affects appearance and speed)
pub ghost_type: GhostType,
/// Manages directional animated textures for different movement states
texture: DirectionalAnimatedTexture,
/// Current movement speed
speed: f32,
}
impl Ghost {
/// Creates a new ghost instance at the specified starting node.
///
/// Sets up animated textures for all four directions with moving and stopped states.
/// The moving animation cycles through two sprite variants.
pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> Self {
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
for direction in Direction::DIRECTIONS {
let moving_prefix = match direction {
Direction::Up => "up",
Direction::Down => "down",
Direction::Left => "left",
Direction::Right => "right",
};
let moving_tiles = vec![
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a")).unwrap(),
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b")).unwrap(),
];
let stopped_tiles =
vec![
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
.unwrap(),
];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2).expect("Invalid frame duration"));
stopped_textures[direction.as_usize()] =
Some(AnimatedTexture::new(stopped_tiles, 0.1).expect("Invalid frame duration"));
}
Self {
traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
ghost_type,
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
speed: ghost_type.base_speed(),
}
}
/// Updates the ghost's position and animation state.
///
/// Advances movement through the graph, updates texture animation,
/// and chooses random directions at intersections.
pub fn tick(&mut self, dt: f32, graph: &Graph) {
// Choose random direction when at a node
if self.traverser.position.is_at_node() {
self.choose_random_direction(graph);
}
self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse);
self.texture.tick(dt);
}
/// Chooses a random available direction at the current intersection.
fn choose_random_direction(&mut self, graph: &Graph) {
let current_node = self.traverser.position.from_node_id();
let intersection = &graph.adjacency_list[current_node];
// Collect all available directions
let mut available_directions = SmallVec::<[_; 4]>::new();
for direction in Direction::DIRECTIONS {
if let Some(edge) = intersection.get(direction) {
if can_ghost_traverse(edge) {
available_directions.push(direction);
}
}
}
debug!(
"Ghost {} at node {}: available directions: {:?}, current direction: {:?}",
self.ghost_type.as_str(),
current_node,
available_directions,
self.traverser.direction
);
// Choose a random direction (avoid reversing unless necessary)
if !available_directions.is_empty() {
let mut rng = SmallRng::from_os_rng();
// Filter out the opposite direction if possible, but allow it if we have limited options
let opposite = self.traverser.direction.opposite();
let filtered_directions: Vec<_> = available_directions
.iter()
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
.collect();
debug!(
"Ghost {}: filtered directions: {:?}, opposite: {:?}",
self.ghost_type.as_str(),
filtered_directions,
opposite
);
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
self.traverser.set_next_direction(*random_direction);
debug!("Ghost {} chose direction: {:?}", self.ghost_type.as_str(), random_direction);
}
}
}
/// Calculates the current pixel position in the game world.
///
/// Converts the graph position to screen coordinates, accounting for
/// the board offset and centering the sprite.
fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
let pos = match self.traverser.position {
Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
Position::BetweenNodes { from, to, traversed } => {
let from_pos = graph.get_node(from).unwrap().position;
let to_pos = graph.get_node(to).unwrap().position;
let edge = graph.find_edge(from, to).unwrap();
from_pos + (to_pos - from_pos) * (traversed / edge.distance)
}
};
Vec2::new(pos.x + BOARD_PIXEL_OFFSET.x as f32, pos.y + BOARD_PIXEL_OFFSET.y as f32)
}
/// Renders the ghost at its current position.
///
/// Draws the appropriate directional sprite based on the ghost's
/// current movement state and direction.
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
let pixel_pos = self.get_pixel_pos(graph);
let dest = centered_with_size(
glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
glam::UVec2::new(16, 16),
);
if self.traverser.position.is_stopped() {
self.texture
.render_stopped(canvas, atlas, dest, self.traverser.direction)
.expect("Failed to render ghost");
} else {
self.texture
.render(canvas, atlas, dest, self.traverser.direction)
.expect("Failed to render ghost");
}
}
}