mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-11 08:08:00 -06:00
feat: direction propagation, change direction at precise times
This commit is contained in:
@@ -5,6 +5,7 @@ pub trait Entity {
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fn position(&self) -> (i32, i32);
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fn position(&self) -> (i32, i32);
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// Returns the cell position of the entity (XY position within the grid)
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// Returns the cell position of the entity (XY position within the grid)
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fn cell_position(&self) -> (u32, u32);
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fn cell_position(&self) -> (u32, u32);
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fn internal_position(&self) -> (u32, u32);
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// Tick the entity (move it, perform collision checks, etc)
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// Tick the entity (move it, perform collision checks, etc)
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fn tick(&mut self);
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fn tick(&mut self);
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}
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}
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@@ -39,16 +39,16 @@ impl Game<'_> {
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pub fn keyboard_event(&mut self, keycode: Keycode) {
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pub fn keyboard_event(&mut self, keycode: Keycode) {
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match keycode {
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match keycode {
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Keycode::D => {
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Keycode::D => {
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self.pacman.direction = Direction::Right;
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self.pacman.next_direction = Some(Direction::Right);
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}
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}
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Keycode::A => {
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Keycode::A => {
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self.pacman.direction = Direction::Left;
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self.pacman.next_direction = Some(Direction::Left);
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}
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}
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Keycode::W => {
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Keycode::W => {
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self.pacman.direction = Direction::Up;
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self.pacman.next_direction = Some(Direction::Up);
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}
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}
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Keycode::S => {
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Keycode::S => {
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self.pacman.direction = Direction::Down;
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self.pacman.next_direction = Some(Direction::Down);
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}
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}
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Keycode::Space => {
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Keycode::Space => {
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self.debug = !self.debug;
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self.debug = !self.debug;
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@@ -3,12 +3,13 @@ use sdl2::{
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video::Window,
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video::Window,
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};
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};
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use crate::{animation::AnimatedTexture, direction::Direction, entity::Entity};
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use crate::{animation::AnimatedTexture, direction::Direction, entity::Entity, constants::CELL_SIZE};
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pub struct Pacman<'a> {
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pub struct Pacman<'a> {
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// Absolute position on the board (precise)
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// Absolute position on the board (precise)
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pub position: (i32, i32),
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pub position: (i32, i32),
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pub direction: Direction,
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pub direction: Direction,
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pub next_direction: Option<Direction>,
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speed: u32,
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speed: u32,
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sprite: AnimatedTexture<'a>,
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sprite: AnimatedTexture<'a>,
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}
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}
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@@ -18,8 +19,9 @@ impl Pacman<'_> {
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Pacman {
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Pacman {
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position: starting_position.unwrap_or((0i32, 0i32)),
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position: starting_position.unwrap_or((0i32, 0i32)),
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direction: Direction::Right,
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direction: Direction::Right,
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next_direction: None,
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speed: 2,
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speed: 2,
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sprite: AnimatedTexture::new(atlas, 4, 3, 32, 32),
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sprite: AnimatedTexture::new(atlas, 4, 3, 32, 32, Some((-4, -4))),
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}
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}
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}
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}
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@@ -41,10 +43,24 @@ impl Entity for Pacman<'_> {
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fn cell_position(&self) -> (u32, u32) {
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fn cell_position(&self) -> (u32, u32) {
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let (x, y) = self.position();
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let (x, y) = self.position();
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(x as u32 / 24, y as u32 / 24)
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(x as u32 / CELL_SIZE, y as u32 / CELL_SIZE)
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}
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fn internal_position(&self) -> (u32, u32) {
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let (x, y) = self.position();
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(x as u32 % CELL_SIZE, y as u32 % CELL_SIZE)
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}
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}
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fn tick(&mut self) {
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fn tick(&mut self) {
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let can_change = self.internal_position() == (0, 0);
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println!("{:?} ({:?})", self.internal_position(), can_change);
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if can_change {
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if let Some(direction) = self.next_direction {
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self.direction = direction;
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self.next_direction = None;
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}
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}
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let speed = self.speed as i32;
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let speed = self.speed as i32;
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match self.direction {
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match self.direction {
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Direction::Right => {
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Direction::Right => {
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