mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 10:12:33 -06:00
refactor: remove all unused/broken tests, remove many now unused types/functions
This commit is contained in:
@@ -17,7 +17,7 @@ pub struct App {
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pub game: Game,
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last_tick: Instant,
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focused: bool,
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cursor_pos: Vec2,
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_cursor_pos: Vec2,
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}
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impl App {
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@@ -46,7 +46,7 @@ impl App {
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.build()
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let mut canvas = Box::leak(Box::new(
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let canvas = Box::leak(Box::new(
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window
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.into_canvas()
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.accelerated()
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@@ -74,7 +74,7 @@ impl App {
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game,
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focused: true,
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last_tick: Instant::now(),
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cursor_pos: Vec2::ZERO,
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_cursor_pos: Vec2::ZERO,
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})
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}
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@@ -5,4 +5,3 @@ pub mod graph;
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pub mod item;
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pub mod pacman;
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pub mod r#trait;
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pub mod traversal;
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@@ -1,159 +0,0 @@
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use crate::ecs::components::Position;
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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};
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/// Manages an entity's movement through the graph.
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///
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/// A `Traverser` encapsulates the state of an entity's position and direction,
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/// providing a way to advance along the graph's paths based on a given distance.
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/// It also handles direction changes, buffering the next intended direction.
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pub struct Traverser {
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/// The current position of the traverser in the graph.
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pub position: Position,
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/// The current direction of movement.
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pub direction: Direction,
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/// Buffered direction change with remaining frame count for timing.
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///
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/// The `u8` value represents the number of frames remaining before
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/// the buffered direction expires. This allows for responsive controls
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/// by storing direction changes for a limited time.
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pub next_direction: Option<(Direction, u8)>,
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}
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impl Traverser {
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/// Sets the next direction for the traverser to take.
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///
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/// The direction is buffered and will be applied at the next opportunity,
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/// typically when the traverser reaches a new node. This allows for responsive
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/// controls, as the new direction is stored for a limited time.
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pub fn set_next_direction(&mut self, new_direction: Direction) {
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if self.direction != new_direction {
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self.next_direction = Some((new_direction, 30));
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}
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}
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/// Advances the traverser along the graph by a specified distance.
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///
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/// This method updates the traverser's position based on its current state
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/// and the distance to travel.
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///
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/// - If at a node, it checks for a buffered direction to start moving.
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/// - If between nodes, it moves along the current edge.
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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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///
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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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// Decrement the remaining frames for the next direction
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if let Some((direction, remaining)) = self.next_direction {
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if remaining > 0 {
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self.next_direction = Some((direction, remaining - 1));
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} else {
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self.next_direction = None;
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}
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}
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match self.position {
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Position::AtNode(node_id) => {
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// We're not moving, but a buffered direction is available.
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if let Some((next_direction, _)) = self.next_direction {
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if let Some(edge) = graph.find_edge_in_direction(node_id, next_direction) {
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if can_traverse(edge) {
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// Start moving in that direction
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self.position = Position::BetweenNodes {
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from: node_id,
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to: edge.target,
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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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}
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}
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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 Ok(());
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}
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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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if new_traversed < edge.distance {
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// Still on the same edge, just update the distance.
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self.position = Position::BetweenNodes {
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from,
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to,
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traversed: new_traversed,
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};
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} else {
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let overflow = new_traversed - edge.distance;
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let mut moved = false;
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// If we buffered a direction, try to find an edge in that direction
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if let Some((next_dir, _)) = self.next_direction {
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if let Some(edge) = graph.find_edge_in_direction(to, next_dir) {
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if can_traverse(edge) {
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self.position = Position::BetweenNodes {
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from: to,
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to: edge.target,
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traversed: overflow,
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};
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self.direction = next_dir; // Remember our new direction
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self.next_direction = None; // Consume the buffered direction
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moved = true;
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}
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}
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}
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// If we didn't move, try to continue in the current direction
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if !moved {
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if let Some(edge) = graph.find_edge_in_direction(to, self.direction) {
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if can_traverse(edge) {
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self.position = Position::BetweenNodes {
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from: to,
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to: edge.target,
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traversed: overflow,
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};
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} else {
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self.position = Position::AtNode(to);
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self.next_direction = None;
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}
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} else {
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self.position = Position::AtNode(to);
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self.next_direction = None;
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}
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}
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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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@@ -1,8 +1,5 @@
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use sdl2::rect::Rect;
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use sdl2::render::{Canvas, RenderTarget};
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use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
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use crate::texture::sprite::{AtlasTile, SpriteAtlas};
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use crate::texture::sprite::AtlasTile;
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#[derive(Debug, Clone)]
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pub struct AnimatedTexture {
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@@ -40,12 +37,6 @@ impl AnimatedTexture {
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&self.tiles[self.current_frame]
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}
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, dest: Rect) -> GameResult<()> {
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let mut tile = *self.current_tile();
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tile.render(canvas, atlas, dest)?;
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Ok(())
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}
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/// Returns the current frame index.
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#[allow(dead_code)]
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pub fn current_frame(&self) -> usize {
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@@ -1,80 +0,0 @@
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use sdl2::rect::Rect;
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use sdl2::render::{Canvas, RenderTarget};
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use crate::entity::direction::Direction;
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use crate::error::GameResult;
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::sprite::SpriteAtlas;
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#[derive(Clone)]
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pub struct DirectionalAnimatedTexture {
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textures: [Option<AnimatedTexture>; 4],
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stopped_textures: [Option<AnimatedTexture>; 4],
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}
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impl DirectionalAnimatedTexture {
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pub fn new(textures: [Option<AnimatedTexture>; 4], stopped_textures: [Option<AnimatedTexture>; 4]) -> Self {
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Self {
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textures,
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stopped_textures,
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}
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}
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pub fn tick(&mut self, dt: f32) {
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for texture in self.textures.iter_mut().flatten() {
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texture.tick(dt);
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}
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}
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pub fn render<T: RenderTarget>(
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&self,
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canvas: &mut Canvas<T>,
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atlas: &mut SpriteAtlas,
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dest: Rect,
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direction: Direction,
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) -> GameResult<()> {
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if let Some(texture) = &self.textures[direction.as_usize()] {
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texture.render(canvas, atlas, dest)
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} else {
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Ok(())
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}
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}
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pub fn render_stopped<T: RenderTarget>(
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&self,
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canvas: &mut Canvas<T>,
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atlas: &mut SpriteAtlas,
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dest: Rect,
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direction: Direction,
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) -> GameResult<()> {
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if let Some(texture) = &self.stopped_textures[direction.as_usize()] {
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texture.render(canvas, atlas, dest)
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} else {
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Ok(())
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}
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}
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/// Returns true if the texture has a direction.
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#[allow(dead_code)]
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pub fn has_direction(&self, direction: Direction) -> bool {
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self.textures[direction.as_usize()].is_some()
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}
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/// Returns true if the texture has a stopped direction.
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#[allow(dead_code)]
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pub fn has_stopped_direction(&self, direction: Direction) -> bool {
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self.stopped_textures[direction.as_usize()].is_some()
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}
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/// Returns the number of textures.
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#[allow(dead_code)]
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pub fn texture_count(&self) -> usize {
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self.textures.iter().filter(|t| t.is_some()).count()
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}
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/// Returns the number of stopped textures.
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#[allow(dead_code)]
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pub fn stopped_texture_count(&self) -> usize {
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self.stopped_textures.iter().filter(|t| t.is_some()).count()
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}
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}
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@@ -1,5 +1,4 @@
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pub mod animated;
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pub mod blinking;
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pub mod directional;
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pub mod sprite;
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pub mod text;
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@@ -8,33 +8,6 @@ use std::collections::HashMap;
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use crate::error::TextureError;
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/// A simple sprite for stationary items like pellets and energizers.
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#[derive(Clone, Debug)]
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pub struct Sprite {
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pub atlas_tile: AtlasTile,
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}
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impl Sprite {
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pub fn new(atlas_tile: AtlasTile) -> Self {
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Self { atlas_tile }
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}
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pub fn render<C: RenderTarget>(
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&self,
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canvas: &mut Canvas<C>,
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atlas: &mut SpriteAtlas,
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position: glam::Vec2,
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) -> Result<(), TextureError> {
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let dest = crate::helpers::centered_with_size(
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glam::IVec2::new(position.x as i32, position.y as i32),
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glam::UVec2::new(self.atlas_tile.size.x as u32, self.atlas_tile.size.y as u32),
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);
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let mut tile = self.atlas_tile;
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tile.render(canvas, atlas, dest)?;
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Ok(())
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}
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}
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#[derive(Clone, Debug, Deserialize)]
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pub struct AtlasMapper {
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pub frames: HashMap<String, MapperFrame>,
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