mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 10:08:02 -06:00
refactor: continue working on ghost house implementation, other stuff
This commit is contained in:
@@ -1,7 +1,7 @@
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//! Debug rendering utilities for Pac-Man.
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use crate::{
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constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE},
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entity::blinky::Blinky,
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entity::ghost::Ghost,
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map::Map,
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};
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use glam::{IVec2, UVec2};
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@@ -62,9 +62,9 @@ impl DebugRenderer {
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}
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}
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pub fn draw_pathfinding(canvas: &mut Canvas<Window>, blinky: &Blinky, map: &Map) {
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let target = blinky.get_target_tile();
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if let Some((path, _)) = blinky.get_path_to_target(target.as_uvec2()) {
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pub fn draw_pathfinding(canvas: &mut Canvas<Window>, ghost: &Ghost, map: &Map) {
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let target = ghost.get_target_tile();
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if let Some((path, _)) = ghost.get_path_to_target(target.unwrap().as_uvec2()) {
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for pos in &path {
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Self::draw_cell(canvas, map, *pos, Color::YELLOW);
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}
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@@ -1,95 +0,0 @@
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use std::cell::RefCell;
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use std::rc::Rc;
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use crate::entity::direction::Direction;
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use crate::entity::ghost::{Ghost, GhostMode, GhostType};
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use crate::entity::pacman::Pacman;
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use crate::entity::{Entity, Moving, Renderable, StaticEntity};
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use crate::map::Map;
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use crate::texture::sprite::SpriteAtlas;
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use anyhow::Result;
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use glam::{IVec2, UVec2};
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use sdl2::render::WindowCanvas;
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pub struct Blinky {
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ghost: Ghost,
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}
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impl Blinky {
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pub fn new(
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starting_position: UVec2,
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atlas: Rc<RefCell<SpriteAtlas>>,
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map: Rc<RefCell<Map>>,
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pacman: Rc<RefCell<Pacman>>,
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) -> Blinky {
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Blinky {
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ghost: Ghost::new(GhostType::Blinky, starting_position, atlas, map, pacman),
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}
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}
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/// Gets Blinky's chase target - directly targets Pac-Man's current position
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pub fn get_chase_target(&self) -> IVec2 {
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let pacman = self.ghost.pacman.borrow();
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let cell = pacman.base().cell_position;
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IVec2::new(cell.x as i32, cell.y as i32)
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}
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pub fn set_mode(&mut self, mode: GhostMode) {
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self.ghost.set_mode(mode);
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}
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pub fn tick(&mut self) {
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self.ghost.tick();
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}
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}
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impl Entity for Blinky {
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fn base(&self) -> &StaticEntity {
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self.ghost.base.base()
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}
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}
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impl Renderable for Blinky {
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fn render(&mut self, canvas: &mut WindowCanvas) -> Result<()> {
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self.ghost.render(canvas)
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}
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}
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impl Moving for Blinky {
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fn tick_movement(&mut self) {
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self.ghost.tick_movement();
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}
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fn update_cell_position(&mut self) {
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self.ghost.update_cell_position();
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}
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fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
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self.ghost.next_cell(direction)
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}
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fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
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self.ghost.is_wall_ahead(direction)
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}
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fn handle_tunnel(&mut self) -> bool {
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self.ghost.handle_tunnel()
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}
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fn is_grid_aligned(&self) -> bool {
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self.ghost.is_grid_aligned()
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}
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fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
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self.ghost.set_direction_if_valid(new_direction)
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}
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}
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// Allow direct access to ghost fields
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impl std::ops::Deref for Blinky {
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type Target = Ghost;
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fn deref(&self) -> &Self::Target {
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&self.ghost
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}
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}
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impl std::ops::DerefMut for Blinky {
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fn deref_mut(&mut self) -> &mut Self::Target {
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&mut self.ghost
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}
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}
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@@ -32,7 +32,14 @@ pub enum GhostMode {
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/// Eyes mode - ghost returns to the ghost house after being eaten
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Eyes,
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/// House mode - ghost is in the ghost house, waiting to exit
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House,
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House(HouseMode),
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}
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum HouseMode {
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Entering,
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Exiting,
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Waiting,
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}
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/// The different ghost personalities
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@@ -69,6 +76,8 @@ pub struct Ghost {
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pub texture: DirectionalAnimatedTexture,
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pub frightened_texture: BlinkingTexture,
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pub eyes_texture: DirectionalAnimatedTexture,
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pub house_offset: i32,
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pub current_house_offset: i32,
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}
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impl Ghost {
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@@ -79,6 +88,7 @@ impl Ghost {
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atlas: Rc<RefCell<SpriteAtlas>>,
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map: Rc<RefCell<Map>>,
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pacman: Rc<RefCell<Pacman>>,
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house_offset: i32,
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) -> Ghost {
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let pixel_position = Map::cell_to_pixel(starting_position);
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let name = match ghost_type {
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@@ -127,23 +137,25 @@ impl Ghost {
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SimpleTickModulator::new(0.9375),
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map,
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),
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mode: GhostMode::Chase,
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mode: GhostMode::House(HouseMode::Waiting),
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ghost_type,
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pacman,
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texture,
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frightened_texture,
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eyes_texture,
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house_offset,
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current_house_offset: house_offset,
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}
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}
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/// Gets the target tile for this ghost based on its current mode
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pub fn get_target_tile(&self) -> IVec2 {
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pub fn get_target_tile(&self) -> Option<IVec2> {
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match self.mode {
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GhostMode::Scatter => self.get_scatter_target(),
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GhostMode::Chase => self.get_chase_target(),
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GhostMode::Frightened => self.get_random_target(),
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GhostMode::Eyes => self.get_house_target(),
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GhostMode::House => self.get_house_exit_target(),
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GhostMode::Scatter => Some(self.get_scatter_target()),
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GhostMode::Chase => Some(self.get_chase_target()),
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GhostMode::Frightened => Some(self.get_random_target()),
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GhostMode::Eyes => Some(self.get_house_target()),
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GhostMode::House(_) => None,
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}
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}
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@@ -189,16 +201,51 @@ impl Ghost {
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IVec2::new(13, 14) // Center of ghost house
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}
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/// Gets the exit point target when leaving house
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fn get_house_exit_target(&self) -> IVec2 {
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IVec2::new(13, 11) // Just above ghost house
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}
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/// Gets this ghost's chase mode target (to be implemented by each ghost type)
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/// Gets this ghost's chase mode target based on its personality
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fn get_chase_target(&self) -> IVec2 {
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let pacman = self.pacman.borrow();
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let cell = pacman.base().cell_position;
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IVec2::new(cell.x as i32, cell.y as i32)
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let pacman_cell = pacman.base().cell_position;
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let pacman_direction = pacman.base.direction;
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match self.ghost_type {
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GhostType::Blinky => {
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// Blinky (Red) - Directly targets Pac-Man's current position
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IVec2::new(pacman_cell.x as i32, pacman_cell.y as i32)
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}
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GhostType::Pinky => {
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// Pinky (Pink) - Targets 4 cells ahead of Pac-Man in his direction
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let offset = pacman_direction.offset();
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let target_x = (pacman_cell.x as i32) + (offset.x * 4);
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let target_y = (pacman_cell.y as i32) + (offset.y * 4);
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IVec2::new(target_x, target_y)
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}
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GhostType::Inky => {
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// Inky (Cyan) - Uses Blinky's position and Pac-Man's position to calculate target
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// For now, just target Pac-Man with some randomness
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let mut rng = SmallRng::from_os_rng();
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let random_offset_x = rng.random_range(-2..=2);
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let random_offset_y = rng.random_range(-2..=2);
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IVec2::new(
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(pacman_cell.x as i32) + random_offset_x,
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(pacman_cell.y as i32) + random_offset_y,
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)
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}
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GhostType::Clyde => {
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// Clyde (Orange) - Targets Pac-Man when far, runs to scatter corner when close
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let distance = ((self.base.base.cell_position.x as i32 - pacman_cell.x as i32).pow(2)
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+ (self.base.base.cell_position.y as i32 - pacman_cell.y as i32).pow(2))
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as f32;
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let distance = distance.sqrt();
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if distance > 8.0 {
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// Far from Pac-Man - chase
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IVec2::new(pacman_cell.x as i32, pacman_cell.y as i32)
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} else {
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// Close to Pac-Man - scatter to bottom left
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IVec2::new(0, 35)
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}
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}
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}
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}
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/// Calculates the path to the target tile using the A* algorithm.
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@@ -239,8 +286,10 @@ impl Ghost {
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/// Changes the ghost's mode and handles direction reversal
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pub fn set_mode(&mut self, new_mode: GhostMode) {
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// Don't reverse if going to/from frightened or if in house
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let should_reverse =
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self.mode != GhostMode::House && new_mode != GhostMode::Frightened && self.mode != GhostMode::Frightened;
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let should_reverse = !matches!(self.mode, GhostMode::House(_))
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&& !matches!(new_mode, GhostMode::House(_))
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&& !matches!(self.mode, GhostMode::Frightened)
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&& !matches!(new_mode, GhostMode::Frightened);
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self.mode = new_mode;
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@@ -249,7 +298,7 @@ impl Ghost {
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GhostMode::Scatter => 0.85,
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GhostMode::Frightened => 0.7,
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GhostMode::Eyes => 1.5,
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GhostMode::House => 0f32,
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GhostMode::House(_) => 0.7,
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});
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if should_reverse {
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@@ -258,36 +307,144 @@ impl Ghost {
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}
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pub fn tick(&mut self) {
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if self.mode == GhostMode::House {
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// For now, do nothing in the house
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if let GhostMode::House(house_mode) = self.mode {
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match house_mode {
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HouseMode::Waiting => {
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// Ghosts in waiting mode move up and down
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if self.base.is_grid_aligned() {
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self.base.update_cell_position();
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// Simple up and down movement
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let current_pos = self.base.base.cell_position;
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let start_pos = UVec2::new(13, 14); // Center of ghost house
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if current_pos.y > start_pos.y + 1 {
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// Too far down, move up
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self.base.set_direction_if_valid(Direction::Up);
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} else if current_pos.y < start_pos.y - 1 {
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// Too far up, move down
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self.base.set_direction_if_valid(Direction::Down);
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} else if self.base.direction == Direction::Up {
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// At top, switch to down
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self.base.set_direction_if_valid(Direction::Down);
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} else if self.base.direction == Direction::Down {
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// At bottom, switch to up
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self.base.set_direction_if_valid(Direction::Up);
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}
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}
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}
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HouseMode::Exiting => {
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// Ghosts exiting move towards the exit
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if self.base.is_grid_aligned() {
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self.base.update_cell_position();
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let exit_pos = UVec2::new(13, 11);
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let current_pos = self.base.base.cell_position;
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// Determine direction to exit
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if current_pos.y > exit_pos.y {
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// Need to move up
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self.base.set_direction_if_valid(Direction::Up);
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} else if current_pos.y == exit_pos.y && current_pos.x != exit_pos.x {
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// At exit level, move horizontally to center
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if current_pos.x < exit_pos.x {
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self.base.set_direction_if_valid(Direction::Right);
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} else {
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self.base.set_direction_if_valid(Direction::Left);
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}
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} else if current_pos == exit_pos {
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// Reached exit, transition to chase mode
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self.mode = GhostMode::Chase;
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self.current_house_offset = 0; // Reset offset
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}
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}
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}
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HouseMode::Entering => {
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// Ghosts entering move towards their starting position
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if self.base.is_grid_aligned() {
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self.base.update_cell_position();
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let start_pos = UVec2::new(13, 14); // Center of ghost house
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let current_pos = self.base.base.cell_position;
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// Determine direction to starting position
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if current_pos.y < start_pos.y {
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// Need to move down
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self.base.set_direction_if_valid(Direction::Down);
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} else if current_pos.y == start_pos.y && current_pos.x != start_pos.x {
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// At house level, move horizontally to center
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if current_pos.x < start_pos.x {
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self.base.set_direction_if_valid(Direction::Right);
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} else {
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self.base.set_direction_if_valid(Direction::Left);
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}
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} else if current_pos == start_pos {
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// Reached starting position, switch to waiting
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self.mode = GhostMode::House(HouseMode::Waiting);
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}
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}
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}
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}
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// Update house offset for smooth transitions
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if self.current_house_offset != 0 {
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// Gradually reduce offset when turning
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if self.base.direction == Direction::Left || self.base.direction == Direction::Right {
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if self.current_house_offset > 0 {
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self.current_house_offset -= 1;
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} else if self.current_house_offset < 0 {
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self.current_house_offset += 1;
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}
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}
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}
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self.base.tick();
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self.texture.tick();
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self.frightened_texture.tick();
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self.eyes_texture.tick();
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return;
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}
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// Normal ghost behavior
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if self.base.is_grid_aligned() {
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self.base.update_cell_position();
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if !self.base.handle_tunnel() {
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// Pathfinding logic (only if not in tunnel)
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let target_tile = self.get_target_tile();
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if let Some((path, _)) = self.get_path_to_target(target_tile.as_uvec2()) {
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if path.len() > 1 {
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let next_move = path[1];
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let x = self.base.base.cell_position.x;
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let y = self.base.base.cell_position.y;
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let dx = next_move.x as i32 - x as i32;
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let dy = next_move.y as i32 - y as i32;
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let new_direction = if dx > 0 {
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Direction::Right
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} else if dx < 0 {
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Direction::Left
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} else if dy > 0 {
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Direction::Down
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} else {
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Direction::Up
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};
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self.base.set_direction_if_valid(new_direction);
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if let Some(target_tile) = self.get_target_tile() {
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if let Some((path, _)) = self.get_path_to_target(target_tile.as_uvec2()) {
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if path.len() > 1 {
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let next_move = path[1];
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let x = self.base.base.cell_position.x;
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let y = self.base.base.cell_position.y;
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let dx = next_move.x as i32 - x as i32;
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let dy = next_move.y as i32 - y as i32;
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let new_direction = if dx > 0 {
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Direction::Right
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} else if dx < 0 {
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Direction::Left
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} else if dy > 0 {
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Direction::Down
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} else {
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Direction::Up
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};
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self.base.set_direction_if_valid(new_direction);
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}
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}
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}
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||||
}
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}
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||||
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// Handle house offset transition when turning
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if self.current_house_offset != 0 {
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if self.base.direction == Direction::Left || self.base.direction == Direction::Right {
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||||
if self.current_house_offset > 0 {
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self.current_house_offset -= 1;
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} else if self.current_house_offset < 0 {
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self.current_house_offset += 1;
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||||
}
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||||
}
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||||
}
|
||||
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||||
self.base.tick(); // Handles wall collision and movement
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self.texture.tick();
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self.frightened_texture.tick();
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@@ -324,9 +481,14 @@ impl Moving for Ghost {
|
||||
|
||||
impl Renderable for Ghost {
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||||
fn render(&mut self, canvas: &mut WindowCanvas) -> Result<()> {
|
||||
let pos = self.base.base.pixel_position;
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||||
let mut pos = self.base.base.pixel_position;
|
||||
let dir = self.base.direction;
|
||||
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||||
// Apply house offset if in house mode or transitioning
|
||||
if matches!(self.mode, GhostMode::House(_)) || self.current_house_offset != 0 {
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||||
pos.x += self.current_house_offset;
|
||||
}
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||||
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||||
match self.mode {
|
||||
GhostMode::Frightened => {
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||||
let tile = self.frightened_texture.animation.current_tile();
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
pub mod blinky;
|
||||
pub mod direction;
|
||||
pub mod edible;
|
||||
pub mod ghost;
|
||||
@@ -23,8 +22,8 @@ pub trait Entity {
|
||||
|
||||
/// Returns true if the entity is colliding with the other entity.
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
let a = self.base().pixel_position;
|
||||
let b = other.base().pixel_position;
|
||||
let a = self.base().cell_position;
|
||||
let b = other.base().cell_position;
|
||||
a == b
|
||||
}
|
||||
}
|
||||
|
||||
123
src/game.rs
123
src/game.rs
@@ -5,9 +5,7 @@ use std::rc::Rc;
|
||||
|
||||
use anyhow::Result;
|
||||
use glam::UVec2;
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::seq::IteratorRandom;
|
||||
use rand::SeedableRng;
|
||||
|
||||
use sdl2::image::LoadTexture;
|
||||
use sdl2::keyboard::Keycode;
|
||||
|
||||
@@ -19,9 +17,9 @@ use crate::asset::{get_asset_bytes, Asset};
|
||||
use crate::audio::Audio;
|
||||
use crate::constants::RAW_BOARD;
|
||||
use crate::debug::{DebugMode, DebugRenderer};
|
||||
use crate::entity::blinky::Blinky;
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::edible::{reconstruct_edibles, Edible, EdibleKind};
|
||||
use crate::entity::ghost::{Ghost, GhostMode, GhostType, HouseMode};
|
||||
use crate::entity::pacman::Pacman;
|
||||
use crate::entity::Renderable;
|
||||
use crate::map::Map;
|
||||
@@ -38,7 +36,10 @@ use crate::texture::{get_atlas_tile, sprite};
|
||||
pub struct Game {
|
||||
// Game state
|
||||
pacman: Rc<RefCell<Pacman>>,
|
||||
blinky: Blinky,
|
||||
blinky: Ghost,
|
||||
pinky: Ghost,
|
||||
inky: Ghost,
|
||||
clyde: Ghost,
|
||||
edibles: Vec<Edible>,
|
||||
map: Rc<RefCell<Map>>,
|
||||
score: u32,
|
||||
@@ -80,7 +81,60 @@ impl Game {
|
||||
Rc::clone(&atlas),
|
||||
Rc::clone(&map),
|
||||
)));
|
||||
let blinky = Blinky::new(UVec2::new(13, 11), Rc::clone(&atlas), Rc::clone(&map), Rc::clone(&pacman));
|
||||
|
||||
// Find starting positions
|
||||
let pacman_start = map.borrow().find_starting_position(0).unwrap_or(UVec2::new(13, 23));
|
||||
let blinky_start = map.borrow().find_starting_position(1).unwrap_or(UVec2::new(13, 11));
|
||||
let pinky_start = map.borrow().find_starting_position(2).unwrap_or(UVec2::new(13, 14));
|
||||
let inky_start = map.borrow().find_starting_position(3).unwrap_or(UVec2::new(13, 14));
|
||||
let clyde_start = map.borrow().find_starting_position(4).unwrap_or(UVec2::new(13, 14));
|
||||
|
||||
// Update Pac-Man to proper starting position
|
||||
{
|
||||
let mut pacman_mut = pacman.borrow_mut();
|
||||
pacman_mut.base.base.pixel_position = Map::cell_to_pixel(pacman_start);
|
||||
pacman_mut.base.base.cell_position = pacman_start;
|
||||
}
|
||||
|
||||
let mut blinky = Ghost::new(
|
||||
GhostType::Blinky,
|
||||
blinky_start,
|
||||
Rc::clone(&atlas),
|
||||
Rc::clone(&map),
|
||||
Rc::clone(&pacman),
|
||||
-8,
|
||||
);
|
||||
blinky.mode = GhostMode::Chase;
|
||||
|
||||
let mut pinky = Ghost::new(
|
||||
GhostType::Pinky,
|
||||
pinky_start,
|
||||
Rc::clone(&atlas),
|
||||
Rc::clone(&map),
|
||||
Rc::clone(&pacman),
|
||||
8,
|
||||
);
|
||||
pinky.mode = crate::entity::ghost::GhostMode::House(crate::entity::ghost::HouseMode::Waiting);
|
||||
|
||||
let mut inky = Ghost::new(
|
||||
GhostType::Inky,
|
||||
inky_start,
|
||||
Rc::clone(&atlas),
|
||||
Rc::clone(&map),
|
||||
Rc::clone(&pacman),
|
||||
-8,
|
||||
);
|
||||
inky.mode = crate::entity::ghost::GhostMode::House(crate::entity::ghost::HouseMode::Waiting);
|
||||
|
||||
let mut clyde = Ghost::new(
|
||||
GhostType::Clyde,
|
||||
clyde_start,
|
||||
Rc::clone(&atlas),
|
||||
Rc::clone(&map),
|
||||
Rc::clone(&pacman),
|
||||
8,
|
||||
);
|
||||
clyde.mode = crate::entity::ghost::GhostMode::House(crate::entity::ghost::HouseMode::Waiting);
|
||||
let mut map_texture = get_atlas_tile(&atlas, "maze/full.png");
|
||||
map_texture.color = Some(Color::RGB(0x20, 0x20, 0xf9));
|
||||
|
||||
@@ -99,6 +153,9 @@ impl Game {
|
||||
Game {
|
||||
pacman,
|
||||
blinky,
|
||||
pinky,
|
||||
inky,
|
||||
clyde,
|
||||
edibles,
|
||||
map,
|
||||
score: 0,
|
||||
@@ -170,30 +227,52 @@ impl Game {
|
||||
// Reset the score
|
||||
self.score = 0;
|
||||
|
||||
// Get valid positions from the cached flood fill and randomize positions in a single block
|
||||
// Reset entities to their proper starting positions
|
||||
{
|
||||
let mut map = self.map.borrow_mut();
|
||||
let valid_positions = map.get_valid_playable_positions();
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
let map = self.map.borrow();
|
||||
|
||||
// Randomize Pac-Man position
|
||||
if let Some(pos) = valid_positions.iter().choose(&mut rng) {
|
||||
// Reset Pac-Man to proper starting position
|
||||
if let Some(pacman_start) = map.find_starting_position(0) {
|
||||
let mut pacman = self.pacman.borrow_mut();
|
||||
pacman.base.base.pixel_position = Map::cell_to_pixel(*pos);
|
||||
pacman.base.base.cell_position = *pos;
|
||||
pacman.base.base.pixel_position = Map::cell_to_pixel(pacman_start);
|
||||
pacman.base.base.cell_position = pacman_start;
|
||||
pacman.base.in_tunnel = false;
|
||||
pacman.base.direction = Direction::Right;
|
||||
pacman.next_direction = None;
|
||||
pacman.stopped = false;
|
||||
}
|
||||
|
||||
// Randomize ghost position
|
||||
if let Some(pos) = valid_positions.iter().choose(&mut rng) {
|
||||
self.blinky.base.base.pixel_position = Map::cell_to_pixel(*pos);
|
||||
self.blinky.base.base.cell_position = *pos;
|
||||
// Reset ghosts to their starting positions
|
||||
if let Some(blinky_start) = map.find_starting_position(1) {
|
||||
self.blinky.base.base.pixel_position = Map::cell_to_pixel(blinky_start);
|
||||
self.blinky.base.base.cell_position = blinky_start;
|
||||
self.blinky.base.in_tunnel = false;
|
||||
self.blinky.base.direction = Direction::Left;
|
||||
self.blinky.mode = crate::entity::ghost::GhostMode::Chase;
|
||||
self.blinky.mode = crate::entity::ghost::GhostMode::House(crate::entity::ghost::HouseMode::Waiting);
|
||||
}
|
||||
|
||||
if let Some(pinky_start) = map.find_starting_position(2) {
|
||||
self.pinky.base.base.pixel_position = Map::cell_to_pixel(pinky_start);
|
||||
self.pinky.base.base.cell_position = pinky_start;
|
||||
self.pinky.base.in_tunnel = false;
|
||||
self.pinky.base.direction = Direction::Down;
|
||||
self.pinky.mode = crate::entity::ghost::GhostMode::House(crate::entity::ghost::HouseMode::Waiting);
|
||||
}
|
||||
|
||||
if let Some(inky_start) = map.find_starting_position(3) {
|
||||
self.inky.base.base.pixel_position = Map::cell_to_pixel(inky_start);
|
||||
self.inky.base.base.cell_position = inky_start;
|
||||
self.inky.base.in_tunnel = false;
|
||||
self.inky.base.direction = Direction::Up;
|
||||
self.inky.mode = crate::entity::ghost::GhostMode::House(crate::entity::ghost::HouseMode::Waiting);
|
||||
}
|
||||
|
||||
if let Some(clyde_start) = map.find_starting_position(4) {
|
||||
self.clyde.base.base.pixel_position = Map::cell_to_pixel(clyde_start);
|
||||
self.clyde.base.base.cell_position = clyde_start;
|
||||
self.clyde.base.in_tunnel = false;
|
||||
self.clyde.base.direction = Direction::Down;
|
||||
self.clyde.mode = crate::entity::ghost::GhostMode::House(crate::entity::ghost::HouseMode::Waiting);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -218,6 +297,9 @@ impl Game {
|
||||
fn tick_entities(&mut self) {
|
||||
self.pacman.borrow_mut().tick();
|
||||
self.blinky.tick();
|
||||
self.pinky.tick();
|
||||
self.inky.tick();
|
||||
self.clyde.tick();
|
||||
for edible in self.edibles.iter_mut() {
|
||||
if let EdibleKind::PowerPellet = edible.kind {
|
||||
if let crate::entity::edible::EdibleSprite::PowerPellet(texture) = &mut edible.sprite {
|
||||
@@ -271,6 +353,9 @@ impl Game {
|
||||
}
|
||||
let _ = this.pacman.borrow_mut().render(texture_canvas);
|
||||
let _ = this.blinky.render(texture_canvas);
|
||||
let _ = this.pinky.render(texture_canvas);
|
||||
let _ = this.inky.render(texture_canvas);
|
||||
let _ = this.clyde.render(texture_canvas);
|
||||
match this.debug_mode {
|
||||
DebugMode::Grid => {
|
||||
DebugRenderer::draw_debug_grid(
|
||||
|
||||
22
src/map.rs
22
src/map.rs
@@ -163,6 +163,28 @@ impl Map {
|
||||
CACHE.get_or_init(|| result)
|
||||
}
|
||||
|
||||
/// Finds the starting position for a given entity ID.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `entity_id` - The entity ID (0 for Pac-Man, 1-4 for ghosts)
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// The starting position as UVec2, or None if not found
|
||||
pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> {
|
||||
for (x, col) in self.current.iter().enumerate().take(BOARD_CELL_SIZE.x as usize) {
|
||||
for (y, &cell) in col.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
|
||||
if let MapTile::StartingPosition(id) = cell {
|
||||
if id == entity_id {
|
||||
return Some(UVec2::new(x as u32, y as u32));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
/// Renders the map to the given canvas using the provided map texture.
|
||||
pub fn render(&self, canvas: &mut Canvas<Window>, map_texture: &mut AtlasTile) {
|
||||
let dest = Rect::new(
|
||||
|
||||
@@ -10,7 +10,6 @@ pub struct AnimatedTexture {
|
||||
pub frames: Vec<AtlasTile>,
|
||||
pub ticks_per_frame: u32,
|
||||
pub ticker: u32,
|
||||
pub reversed: bool,
|
||||
pub paused: bool,
|
||||
}
|
||||
|
||||
@@ -20,7 +19,6 @@ impl AnimatedTexture {
|
||||
frames,
|
||||
ticks_per_frame,
|
||||
ticker: 0,
|
||||
reversed: false,
|
||||
paused: false,
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user