refactor: continue working on ghost house implementation, other stuff

This commit is contained in:
2025-07-27 12:15:11 -05:00
parent 4f87a116d5
commit 413f9f156f
7 changed files with 334 additions and 163 deletions

View File

@@ -32,7 +32,14 @@ pub enum GhostMode {
/// Eyes mode - ghost returns to the ghost house after being eaten
Eyes,
/// House mode - ghost is in the ghost house, waiting to exit
House,
House(HouseMode),
}
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum HouseMode {
Entering,
Exiting,
Waiting,
}
/// The different ghost personalities
@@ -69,6 +76,8 @@ pub struct Ghost {
pub texture: DirectionalAnimatedTexture,
pub frightened_texture: BlinkingTexture,
pub eyes_texture: DirectionalAnimatedTexture,
pub house_offset: i32,
pub current_house_offset: i32,
}
impl Ghost {
@@ -79,6 +88,7 @@ impl Ghost {
atlas: Rc<RefCell<SpriteAtlas>>,
map: Rc<RefCell<Map>>,
pacman: Rc<RefCell<Pacman>>,
house_offset: i32,
) -> Ghost {
let pixel_position = Map::cell_to_pixel(starting_position);
let name = match ghost_type {
@@ -127,23 +137,25 @@ impl Ghost {
SimpleTickModulator::new(0.9375),
map,
),
mode: GhostMode::Chase,
mode: GhostMode::House(HouseMode::Waiting),
ghost_type,
pacman,
texture,
frightened_texture,
eyes_texture,
house_offset,
current_house_offset: house_offset,
}
}
/// Gets the target tile for this ghost based on its current mode
pub fn get_target_tile(&self) -> IVec2 {
pub fn get_target_tile(&self) -> Option<IVec2> {
match self.mode {
GhostMode::Scatter => self.get_scatter_target(),
GhostMode::Chase => self.get_chase_target(),
GhostMode::Frightened => self.get_random_target(),
GhostMode::Eyes => self.get_house_target(),
GhostMode::House => self.get_house_exit_target(),
GhostMode::Scatter => Some(self.get_scatter_target()),
GhostMode::Chase => Some(self.get_chase_target()),
GhostMode::Frightened => Some(self.get_random_target()),
GhostMode::Eyes => Some(self.get_house_target()),
GhostMode::House(_) => None,
}
}
@@ -189,16 +201,51 @@ impl Ghost {
IVec2::new(13, 14) // Center of ghost house
}
/// Gets the exit point target when leaving house
fn get_house_exit_target(&self) -> IVec2 {
IVec2::new(13, 11) // Just above ghost house
}
/// Gets this ghost's chase mode target (to be implemented by each ghost type)
/// Gets this ghost's chase mode target based on its personality
fn get_chase_target(&self) -> IVec2 {
let pacman = self.pacman.borrow();
let cell = pacman.base().cell_position;
IVec2::new(cell.x as i32, cell.y as i32)
let pacman_cell = pacman.base().cell_position;
let pacman_direction = pacman.base.direction;
match self.ghost_type {
GhostType::Blinky => {
// Blinky (Red) - Directly targets Pac-Man's current position
IVec2::new(pacman_cell.x as i32, pacman_cell.y as i32)
}
GhostType::Pinky => {
// Pinky (Pink) - Targets 4 cells ahead of Pac-Man in his direction
let offset = pacman_direction.offset();
let target_x = (pacman_cell.x as i32) + (offset.x * 4);
let target_y = (pacman_cell.y as i32) + (offset.y * 4);
IVec2::new(target_x, target_y)
}
GhostType::Inky => {
// Inky (Cyan) - Uses Blinky's position and Pac-Man's position to calculate target
// For now, just target Pac-Man with some randomness
let mut rng = SmallRng::from_os_rng();
let random_offset_x = rng.random_range(-2..=2);
let random_offset_y = rng.random_range(-2..=2);
IVec2::new(
(pacman_cell.x as i32) + random_offset_x,
(pacman_cell.y as i32) + random_offset_y,
)
}
GhostType::Clyde => {
// Clyde (Orange) - Targets Pac-Man when far, runs to scatter corner when close
let distance = ((self.base.base.cell_position.x as i32 - pacman_cell.x as i32).pow(2)
+ (self.base.base.cell_position.y as i32 - pacman_cell.y as i32).pow(2))
as f32;
let distance = distance.sqrt();
if distance > 8.0 {
// Far from Pac-Man - chase
IVec2::new(pacman_cell.x as i32, pacman_cell.y as i32)
} else {
// Close to Pac-Man - scatter to bottom left
IVec2::new(0, 35)
}
}
}
}
/// Calculates the path to the target tile using the A* algorithm.
@@ -239,8 +286,10 @@ impl Ghost {
/// Changes the ghost's mode and handles direction reversal
pub fn set_mode(&mut self, new_mode: GhostMode) {
// Don't reverse if going to/from frightened or if in house
let should_reverse =
self.mode != GhostMode::House && new_mode != GhostMode::Frightened && self.mode != GhostMode::Frightened;
let should_reverse = !matches!(self.mode, GhostMode::House(_))
&& !matches!(new_mode, GhostMode::House(_))
&& !matches!(self.mode, GhostMode::Frightened)
&& !matches!(new_mode, GhostMode::Frightened);
self.mode = new_mode;
@@ -249,7 +298,7 @@ impl Ghost {
GhostMode::Scatter => 0.85,
GhostMode::Frightened => 0.7,
GhostMode::Eyes => 1.5,
GhostMode::House => 0f32,
GhostMode::House(_) => 0.7,
});
if should_reverse {
@@ -258,36 +307,144 @@ impl Ghost {
}
pub fn tick(&mut self) {
if self.mode == GhostMode::House {
// For now, do nothing in the house
if let GhostMode::House(house_mode) = self.mode {
match house_mode {
HouseMode::Waiting => {
// Ghosts in waiting mode move up and down
if self.base.is_grid_aligned() {
self.base.update_cell_position();
// Simple up and down movement
let current_pos = self.base.base.cell_position;
let start_pos = UVec2::new(13, 14); // Center of ghost house
if current_pos.y > start_pos.y + 1 {
// Too far down, move up
self.base.set_direction_if_valid(Direction::Up);
} else if current_pos.y < start_pos.y - 1 {
// Too far up, move down
self.base.set_direction_if_valid(Direction::Down);
} else if self.base.direction == Direction::Up {
// At top, switch to down
self.base.set_direction_if_valid(Direction::Down);
} else if self.base.direction == Direction::Down {
// At bottom, switch to up
self.base.set_direction_if_valid(Direction::Up);
}
}
}
HouseMode::Exiting => {
// Ghosts exiting move towards the exit
if self.base.is_grid_aligned() {
self.base.update_cell_position();
let exit_pos = UVec2::new(13, 11);
let current_pos = self.base.base.cell_position;
// Determine direction to exit
if current_pos.y > exit_pos.y {
// Need to move up
self.base.set_direction_if_valid(Direction::Up);
} else if current_pos.y == exit_pos.y && current_pos.x != exit_pos.x {
// At exit level, move horizontally to center
if current_pos.x < exit_pos.x {
self.base.set_direction_if_valid(Direction::Right);
} else {
self.base.set_direction_if_valid(Direction::Left);
}
} else if current_pos == exit_pos {
// Reached exit, transition to chase mode
self.mode = GhostMode::Chase;
self.current_house_offset = 0; // Reset offset
}
}
}
HouseMode::Entering => {
// Ghosts entering move towards their starting position
if self.base.is_grid_aligned() {
self.base.update_cell_position();
let start_pos = UVec2::new(13, 14); // Center of ghost house
let current_pos = self.base.base.cell_position;
// Determine direction to starting position
if current_pos.y < start_pos.y {
// Need to move down
self.base.set_direction_if_valid(Direction::Down);
} else if current_pos.y == start_pos.y && current_pos.x != start_pos.x {
// At house level, move horizontally to center
if current_pos.x < start_pos.x {
self.base.set_direction_if_valid(Direction::Right);
} else {
self.base.set_direction_if_valid(Direction::Left);
}
} else if current_pos == start_pos {
// Reached starting position, switch to waiting
self.mode = GhostMode::House(HouseMode::Waiting);
}
}
}
}
// Update house offset for smooth transitions
if self.current_house_offset != 0 {
// Gradually reduce offset when turning
if self.base.direction == Direction::Left || self.base.direction == Direction::Right {
if self.current_house_offset > 0 {
self.current_house_offset -= 1;
} else if self.current_house_offset < 0 {
self.current_house_offset += 1;
}
}
}
self.base.tick();
self.texture.tick();
self.frightened_texture.tick();
self.eyes_texture.tick();
return;
}
// Normal ghost behavior
if self.base.is_grid_aligned() {
self.base.update_cell_position();
if !self.base.handle_tunnel() {
// Pathfinding logic (only if not in tunnel)
let target_tile = self.get_target_tile();
if let Some((path, _)) = self.get_path_to_target(target_tile.as_uvec2()) {
if path.len() > 1 {
let next_move = path[1];
let x = self.base.base.cell_position.x;
let y = self.base.base.cell_position.y;
let dx = next_move.x as i32 - x as i32;
let dy = next_move.y as i32 - y as i32;
let new_direction = if dx > 0 {
Direction::Right
} else if dx < 0 {
Direction::Left
} else if dy > 0 {
Direction::Down
} else {
Direction::Up
};
self.base.set_direction_if_valid(new_direction);
if let Some(target_tile) = self.get_target_tile() {
if let Some((path, _)) = self.get_path_to_target(target_tile.as_uvec2()) {
if path.len() > 1 {
let next_move = path[1];
let x = self.base.base.cell_position.x;
let y = self.base.base.cell_position.y;
let dx = next_move.x as i32 - x as i32;
let dy = next_move.y as i32 - y as i32;
let new_direction = if dx > 0 {
Direction::Right
} else if dx < 0 {
Direction::Left
} else if dy > 0 {
Direction::Down
} else {
Direction::Up
};
self.base.set_direction_if_valid(new_direction);
}
}
}
}
}
// Handle house offset transition when turning
if self.current_house_offset != 0 {
if self.base.direction == Direction::Left || self.base.direction == Direction::Right {
if self.current_house_offset > 0 {
self.current_house_offset -= 1;
} else if self.current_house_offset < 0 {
self.current_house_offset += 1;
}
}
}
self.base.tick(); // Handles wall collision and movement
self.texture.tick();
self.frightened_texture.tick();
@@ -324,9 +481,14 @@ impl Moving for Ghost {
impl Renderable for Ghost {
fn render(&mut self, canvas: &mut WindowCanvas) -> Result<()> {
let pos = self.base.base.pixel_position;
let mut pos = self.base.base.pixel_position;
let dir = self.base.direction;
// Apply house offset if in house mode or transitioning
if matches!(self.mode, GhostMode::House(_)) || self.current_house_offset != 0 {
pos.x += self.current_house_offset;
}
match self.mode {
GhostMode::Frightened => {
let tile = self.frightened_texture.animation.current_tile();