feat: direction propagation, change direction at precise times

This commit is contained in:
2023-09-09 21:10:41 -05:00
parent 0120abe806
commit 422535c00d
3 changed files with 24 additions and 7 deletions

View File

@@ -5,6 +5,7 @@ pub trait Entity {
fn position(&self) -> (i32, i32); fn position(&self) -> (i32, i32);
// Returns the cell position of the entity (XY position within the grid) // Returns the cell position of the entity (XY position within the grid)
fn cell_position(&self) -> (u32, u32); fn cell_position(&self) -> (u32, u32);
fn internal_position(&self) -> (u32, u32);
// Tick the entity (move it, perform collision checks, etc) // Tick the entity (move it, perform collision checks, etc)
fn tick(&mut self); fn tick(&mut self);
} }

View File

@@ -39,16 +39,16 @@ impl Game<'_> {
pub fn keyboard_event(&mut self, keycode: Keycode) { pub fn keyboard_event(&mut self, keycode: Keycode) {
match keycode { match keycode {
Keycode::D => { Keycode::D => {
self.pacman.direction = Direction::Right; self.pacman.next_direction = Some(Direction::Right);
} }
Keycode::A => { Keycode::A => {
self.pacman.direction = Direction::Left; self.pacman.next_direction = Some(Direction::Left);
} }
Keycode::W => { Keycode::W => {
self.pacman.direction = Direction::Up; self.pacman.next_direction = Some(Direction::Up);
} }
Keycode::S => { Keycode::S => {
self.pacman.direction = Direction::Down; self.pacman.next_direction = Some(Direction::Down);
} }
Keycode::Space => { Keycode::Space => {
self.debug = !self.debug; self.debug = !self.debug;

View File

@@ -3,12 +3,13 @@ use sdl2::{
video::Window, video::Window,
}; };
use crate::{animation::AnimatedTexture, direction::Direction, entity::Entity}; use crate::{animation::AnimatedTexture, direction::Direction, entity::Entity, constants::CELL_SIZE};
pub struct Pacman<'a> { pub struct Pacman<'a> {
// Absolute position on the board (precise) // Absolute position on the board (precise)
pub position: (i32, i32), pub position: (i32, i32),
pub direction: Direction, pub direction: Direction,
pub next_direction: Option<Direction>,
speed: u32, speed: u32,
sprite: AnimatedTexture<'a>, sprite: AnimatedTexture<'a>,
} }
@@ -18,8 +19,9 @@ impl Pacman<'_> {
Pacman { Pacman {
position: starting_position.unwrap_or((0i32, 0i32)), position: starting_position.unwrap_or((0i32, 0i32)),
direction: Direction::Right, direction: Direction::Right,
next_direction: None,
speed: 2, speed: 2,
sprite: AnimatedTexture::new(atlas, 4, 3, 32, 32), sprite: AnimatedTexture::new(atlas, 4, 3, 32, 32, Some((-4, -4))),
} }
} }
@@ -41,10 +43,24 @@ impl Entity for Pacman<'_> {
fn cell_position(&self) -> (u32, u32) { fn cell_position(&self) -> (u32, u32) {
let (x, y) = self.position(); let (x, y) = self.position();
(x as u32 / 24, y as u32 / 24) (x as u32 / CELL_SIZE, y as u32 / CELL_SIZE)
}
fn internal_position(&self) -> (u32, u32) {
let (x, y) = self.position();
(x as u32 % CELL_SIZE, y as u32 % CELL_SIZE)
} }
fn tick(&mut self) { fn tick(&mut self) {
let can_change = self.internal_position() == (0, 0);
println!("{:?} ({:?})", self.internal_position(), can_change);
if can_change {
if let Some(direction) = self.next_direction {
self.direction = direction;
self.next_direction = None;
}
}
let speed = self.speed as i32; let speed = self.speed as i32;
match self.direction { match self.direction {
Direction::Right => { Direction::Right => {