mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-17 12:12:41 -06:00
refactor: huge refactor into node/graph-based movement system
This commit is contained in:
@@ -1,10 +1,6 @@
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//! This module defines the `Direction` enum, which is used to represent the
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//! direction of an entity.
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use glam::IVec2;
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use sdl2::keyboard::Keycode;
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/// An enum representing the direction of an entity.
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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pub enum Direction {
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Up,
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Down,
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@@ -13,48 +9,29 @@ pub enum Direction {
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}
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impl Direction {
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/// Returns the angle of the direction in degrees.
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pub fn angle(&self) -> f64 {
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match self {
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Direction::Right => 0f64,
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Direction::Down => 90f64,
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Direction::Left => 180f64,
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Direction::Up => 270f64,
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}
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}
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/// Returns the offset of the direction as a tuple of (x, y).
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pub fn offset(&self) -> IVec2 {
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match self {
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Direction::Right => IVec2::new(1, 0),
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Direction::Down => IVec2::new(0, 1),
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Direction::Left => IVec2::new(-1, 0),
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Direction::Up => IVec2::new(0, -1),
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}
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}
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/// Returns the opposite direction.
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pub fn opposite(&self) -> Direction {
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match self {
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Direction::Right => Direction::Left,
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Direction::Up => Direction::Down,
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Direction::Down => Direction::Up,
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Direction::Left => Direction::Right,
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Direction::Up => Direction::Down,
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Direction::Right => Direction::Left,
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}
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}
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/// Creates a `Direction` from a `Keycode`.
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///
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/// # Arguments
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///
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/// * `keycode` - The keycode to convert.
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pub fn from_keycode(keycode: Keycode) -> Option<Direction> {
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match keycode {
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Keycode::D | Keycode::Right => Some(Direction::Right),
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Keycode::A | Keycode::Left => Some(Direction::Left),
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Keycode::W | Keycode::Up => Some(Direction::Up),
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Keycode::S | Keycode::Down => Some(Direction::Down),
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_ => None,
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pub fn to_ivec2(&self) -> IVec2 {
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(*self).into()
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}
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}
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impl From<Direction> for IVec2 {
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fn from(dir: Direction) -> Self {
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match dir {
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Direction::Up => -IVec2::Y,
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Direction::Down => IVec2::Y,
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Direction::Left => -IVec2::X,
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Direction::Right => IVec2::X,
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}
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}
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}
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pub const DIRECTIONS: [Direction; 4] = [Direction::Up, Direction::Down, Direction::Left, Direction::Right];
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@@ -1,110 +0,0 @@
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//! Edible entity for Pac-Man: pellets, power pellets, and fruits.
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use crate::constants::{FruitType, MapTile, BOARD_CELL_SIZE};
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use crate::entity::{Entity, Renderable, StaticEntity};
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use crate::map::Map;
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::blinking::BlinkingTexture;
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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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use std::cell::RefCell;
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use std::rc::Rc;
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum EdibleKind {
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Pellet,
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PowerPellet,
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Fruit(FruitType),
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}
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pub enum EdibleSprite {
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Pellet(AnimatedTexture),
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PowerPellet(BlinkingTexture),
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}
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pub struct Edible {
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pub base: StaticEntity,
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pub kind: EdibleKind,
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pub sprite: EdibleSprite,
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}
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impl Edible {
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pub fn new_pellet(cell_position: UVec2, sprite: AnimatedTexture) -> Self {
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let pixel_position = Map::cell_to_pixel(cell_position);
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Edible {
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base: StaticEntity::new(pixel_position, cell_position),
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kind: EdibleKind::Pellet,
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sprite: EdibleSprite::Pellet(sprite),
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}
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}
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pub fn new_power_pellet(cell_position: UVec2, sprite: BlinkingTexture) -> Self {
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let pixel_position = Map::cell_to_pixel(cell_position);
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Edible {
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base: StaticEntity::new(pixel_position, cell_position),
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kind: EdibleKind::PowerPellet,
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sprite: EdibleSprite::PowerPellet(sprite),
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}
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}
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/// Checks collision with Pac-Man (or any entity)
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pub fn collide(&self, pacman: &dyn Entity) -> bool {
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self.base.cell_position == pacman.base().cell_position
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}
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}
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impl Entity for Edible {
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fn base(&self) -> &StaticEntity {
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&self.base
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}
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}
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impl Renderable for Edible {
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fn render(&mut self, canvas: &mut WindowCanvas) -> Result<()> {
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let pos = self.base.pixel_position;
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let dest = match &mut self.sprite {
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EdibleSprite::Pellet(sprite) => {
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let tile = sprite.current_tile();
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let x = pos.x + ((crate::constants::CELL_SIZE as i32 - tile.size.x as i32) / 2);
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let y = pos.y + ((crate::constants::CELL_SIZE as i32 - tile.size.y as i32) / 2);
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sdl2::rect::Rect::new(x, y, tile.size.x as u32, tile.size.y as u32)
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}
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EdibleSprite::PowerPellet(sprite) => {
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let tile = sprite.animation.current_tile();
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let x = pos.x + ((crate::constants::CELL_SIZE as i32 - tile.size.x as i32) / 2);
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let y = pos.y + ((crate::constants::CELL_SIZE as i32 - tile.size.y as i32) / 2);
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sdl2::rect::Rect::new(x, y, tile.size.x as u32, tile.size.y as u32)
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}
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};
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match &mut self.sprite {
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EdibleSprite::Pellet(sprite) => sprite.render(canvas, dest),
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EdibleSprite::PowerPellet(sprite) => sprite.render(canvas, dest),
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}
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}
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}
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/// Reconstruct all edibles from the original map layout
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pub fn reconstruct_edibles(
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map: Rc<RefCell<Map>>,
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pellet_sprite: AnimatedTexture,
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power_pellet_sprite: BlinkingTexture,
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_fruit_sprite: AnimatedTexture,
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) -> Vec<Edible> {
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let mut edibles = Vec::new();
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for x in 0..BOARD_CELL_SIZE.x {
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for y in 0..BOARD_CELL_SIZE.y {
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let tile = map.borrow().get_tile(IVec2::new(x as i32, y as i32));
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match tile {
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Some(MapTile::Pellet) => {
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edibles.push(Edible::new_pellet(UVec2::new(x, y), pellet_sprite.clone()));
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}
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Some(MapTile::PowerPellet) => {
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edibles.push(Edible::new_power_pellet(UVec2::new(x, y), power_pellet_sprite.clone()));
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}
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// Fruits can be added here if you have fruit positions
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_ => {}
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}
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}
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}
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edibles
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}
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@@ -1,510 +0,0 @@
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use rand::rngs::SmallRng;
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use rand::Rng;
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use rand::SeedableRng;
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use crate::constants::MapTile;
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use crate::constants::BOARD_CELL_SIZE;
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use crate::entity::direction::Direction;
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use crate::entity::pacman::Pacman;
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use crate::entity::speed::SimpleTickModulator;
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use crate::entity::{Entity, MovableEntity, Moving, Renderable};
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use crate::map::Map;
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use crate::texture::{
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animated::AnimatedTexture, blinking::BlinkingTexture, directional::DirectionalAnimatedTexture, get_atlas_tile,
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sprite::SpriteAtlas,
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};
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use anyhow::Result;
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use glam::{IVec2, UVec2};
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use sdl2::pixels::Color;
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use sdl2::render::WindowCanvas;
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use std::cell::RefCell;
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use std::rc::Rc;
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/// The different modes a ghost can be in
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum GhostMode {
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/// Chase mode - ghost actively pursues Pac-Man using its unique strategy
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Chase,
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/// Scatter mode - ghost heads to its home corner
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Scatter,
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/// Frightened mode - ghost moves randomly and can be eaten
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Frightened,
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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(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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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum GhostType {
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Blinky, // Red - Shadow
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Pinky, // Pink - Speedy
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Inky, // Cyan - Bashful
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Clyde, // Orange - Pokey
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}
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impl GhostType {
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/// Returns the color of the ghost.
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pub fn color(&self) -> Color {
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match self {
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GhostType::Blinky => Color::RGB(255, 0, 0),
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GhostType::Pinky => Color::RGB(255, 184, 255),
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GhostType::Inky => Color::RGB(0, 255, 255),
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GhostType::Clyde => Color::RGB(255, 184, 82),
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}
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}
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}
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/// Base ghost struct that contains common functionality
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pub struct Ghost {
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/// Shared movement and position fields.
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pub base: MovableEntity,
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/// The current mode of the ghost
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pub mode: GhostMode,
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/// The type/personality of this ghost
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pub ghost_type: GhostType,
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/// Reference to Pac-Man for targeting
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pub pacman: Rc<RefCell<Pacman>>,
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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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/// Creates a new ghost instance
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pub fn new(
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ghost_type: GhostType,
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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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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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GhostType::Blinky => "blinky",
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GhostType::Pinky => "pinky",
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GhostType::Inky => "inky",
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GhostType::Clyde => "clyde",
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};
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let get = |dir: &str, suffix: &str| get_atlas_tile(&atlas, &format!("ghost/{name}/{dir}_{suffix}.png"));
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let texture = DirectionalAnimatedTexture::new(
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vec![get("up", "a"), get("up", "b")],
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vec![get("down", "a"), get("down", "b")],
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vec![get("left", "a"), get("left", "b")],
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vec![get("right", "a"), get("right", "b")],
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25,
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);
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let frightened_texture = BlinkingTexture::new(
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AnimatedTexture::new(
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vec![
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get_atlas_tile(&atlas, "ghost/frightened/blue_a.png"),
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get_atlas_tile(&atlas, "ghost/frightened/blue_b.png"),
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],
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10,
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),
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45,
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15,
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);
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let eyes_get = |dir: &str| get_atlas_tile(&atlas, &format!("ghost/eyes/{dir}.png"));
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let eyes_texture = DirectionalAnimatedTexture::new(
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vec![eyes_get("up")],
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vec![eyes_get("down")],
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vec![eyes_get("left")],
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vec![eyes_get("right")],
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0,
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);
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Ghost {
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base: MovableEntity::new(
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pixel_position,
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starting_position,
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Direction::Left,
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SimpleTickModulator::new(0.9375),
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map,
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),
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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) -> Option<IVec2> {
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match self.mode {
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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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/// Gets this ghost's home corner target for scatter mode
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fn get_scatter_target(&self) -> IVec2 {
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match self.ghost_type {
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GhostType::Blinky => IVec2::new(25, 0), // Top right
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GhostType::Pinky => IVec2::new(2, 0), // Top left
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GhostType::Inky => IVec2::new(27, 35), // Bottom right
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GhostType::Clyde => IVec2::new(0, 35), // Bottom left
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}
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}
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/// Gets a random adjacent tile for frightened mode
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fn get_random_target(&self) -> IVec2 {
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let mut rng = SmallRng::from_os_rng();
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let mut possible_moves = Vec::new();
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// Check all four directions
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for dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
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// Don't allow reversing direction
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if *dir == self.base.direction.opposite() {
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continue;
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}
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let next_cell = self.base.next_cell(Some(*dir));
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if !matches!(self.base.map.borrow().get_tile(next_cell), Some(MapTile::Wall)) {
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possible_moves.push(next_cell);
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}
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}
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if possible_moves.is_empty() {
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// No valid moves, must reverse
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self.base.next_cell(Some(self.base.direction.opposite()))
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} else {
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// Choose a random valid move
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possible_moves[rng.random_range(0..possible_moves.len())]
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}
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}
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/// Gets the ghost house target for returning eyes
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fn get_house_target(&self) -> IVec2 {
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IVec2::new(13, 14) // Center of ghost house
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}
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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 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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||||
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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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||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Calculates the path to the target tile using the A* algorithm.
|
||||
pub fn get_path_to_target(&self, target: UVec2) -> Option<(Vec<UVec2>, u32)> {
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||||
let start = self.base.base.cell_position;
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||||
let map = self.base.map.borrow();
|
||||
use pathfinding::prelude::dijkstra;
|
||||
dijkstra(
|
||||
&start,
|
||||
|&p| {
|
||||
let mut successors = vec![];
|
||||
let tile = map.get_tile(IVec2::new(p.x as i32, p.y as i32));
|
||||
// Tunnel wrap: if currently in a tunnel, add the opposite exit as a neighbor
|
||||
if let Some(MapTile::Tunnel) = tile {
|
||||
if p.x == 0 {
|
||||
successors.push((UVec2::new(BOARD_CELL_SIZE.x - 2, p.y), 1));
|
||||
} else if p.x == BOARD_CELL_SIZE.x - 1 {
|
||||
successors.push((UVec2::new(1, p.y), 1));
|
||||
}
|
||||
}
|
||||
for dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
|
||||
let offset = dir.offset();
|
||||
let next_p = IVec2::new(p.x as i32 + offset.x, p.y as i32 + offset.y);
|
||||
if let Some(tile) = map.get_tile(next_p) {
|
||||
if tile == MapTile::Wall {
|
||||
continue;
|
||||
}
|
||||
let next_u = UVec2::new(next_p.x as u32, next_p.y as u32);
|
||||
successors.push((next_u, 1));
|
||||
}
|
||||
}
|
||||
successors
|
||||
},
|
||||
|&p| p == target,
|
||||
)
|
||||
}
|
||||
|
||||
/// 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 = !matches!(self.mode, GhostMode::House(_))
|
||||
&& !matches!(new_mode, GhostMode::House(_))
|
||||
&& !matches!(self.mode, GhostMode::Frightened)
|
||||
&& !matches!(new_mode, GhostMode::Frightened);
|
||||
|
||||
self.mode = new_mode;
|
||||
|
||||
self.base.speed.set_speed(match new_mode {
|
||||
GhostMode::Chase => 0.9375,
|
||||
GhostMode::Scatter => 0.85,
|
||||
GhostMode::Frightened => 0.7,
|
||||
GhostMode::Eyes => 1.5,
|
||||
GhostMode::House(_) => 0.7,
|
||||
});
|
||||
|
||||
if should_reverse {
|
||||
self.base.set_direction_if_valid(self.base.direction.opposite());
|
||||
}
|
||||
}
|
||||
|
||||
pub fn tick(&mut self) {
|
||||
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)
|
||||
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();
|
||||
self.eyes_texture.tick();
|
||||
}
|
||||
}
|
||||
|
||||
impl Moving for Ghost {
|
||||
fn tick_movement(&mut self) {
|
||||
self.base.tick_movement();
|
||||
}
|
||||
fn tick(&mut self) {
|
||||
self.base.tick();
|
||||
}
|
||||
fn update_cell_position(&mut self) {
|
||||
self.base.update_cell_position();
|
||||
}
|
||||
fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
|
||||
self.base.next_cell(direction)
|
||||
}
|
||||
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
|
||||
self.base.is_wall_ahead(direction)
|
||||
}
|
||||
fn handle_tunnel(&mut self) -> bool {
|
||||
self.base.handle_tunnel()
|
||||
}
|
||||
fn is_grid_aligned(&self) -> bool {
|
||||
self.base.is_grid_aligned()
|
||||
}
|
||||
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
|
||||
self.base.set_direction_if_valid(new_direction)
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderable for Ghost {
|
||||
fn render(&mut self, canvas: &mut WindowCanvas) -> Result<()> {
|
||||
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();
|
||||
let dest = sdl2::rect::Rect::new(pos.x - 4, pos.y - 4, tile.size.x as u32, tile.size.y as u32);
|
||||
self.frightened_texture.render(canvas, dest)
|
||||
}
|
||||
GhostMode::Eyes => {
|
||||
let tile = self.eyes_texture.up.first().unwrap();
|
||||
let dest = sdl2::rect::Rect::new(pos.x - 4, pos.y - 4, tile.size.x as u32, tile.size.y as u32);
|
||||
self.eyes_texture.render(canvas, dest, dir)
|
||||
}
|
||||
_ => {
|
||||
let tile = self.texture.up.first().unwrap();
|
||||
let dest = sdl2::rect::Rect::new(pos.x - 4, pos.y - 4, tile.size.x as u32, tile.size.y as u32);
|
||||
self.texture.render(canvas, dest, dir)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
274
src/entity/graph.rs
Normal file
274
src/entity/graph.rs
Normal file
@@ -0,0 +1,274 @@
|
||||
use glam::Vec2;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use super::direction::Direction;
|
||||
|
||||
/// A unique identifier for a node, represented by its index in the graph's storage.
|
||||
pub type NodeId = usize;
|
||||
|
||||
/// Represents a directed edge from one node to another with a given weight (e.g., distance).
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct Edge {
|
||||
pub target: NodeId,
|
||||
pub distance: f32,
|
||||
pub direction: Direction,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Node {
|
||||
pub position: Vec2,
|
||||
}
|
||||
|
||||
/// A generic, arena-based graph.
|
||||
/// The graph owns all node data and connection information.
|
||||
pub struct Graph {
|
||||
nodes: Vec<Node>,
|
||||
adjacency_list: Vec<SmallVec<[Edge; 4]>>,
|
||||
}
|
||||
|
||||
impl Graph {
|
||||
/// Creates a new, empty graph.
|
||||
pub fn new() -> Self {
|
||||
Graph {
|
||||
nodes: Vec::new(),
|
||||
adjacency_list: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Adds a new node with the given data to the graph and returns its ID.
|
||||
pub fn add_node(&mut self, data: Node) -> NodeId {
|
||||
let id = self.nodes.len();
|
||||
self.nodes.push(data);
|
||||
self.adjacency_list.push(SmallVec::new());
|
||||
id
|
||||
}
|
||||
|
||||
/// Adds a directed edge between two nodes.
|
||||
pub fn add_edge(
|
||||
&mut self,
|
||||
from: NodeId,
|
||||
to: NodeId,
|
||||
distance: Option<f32>,
|
||||
direction: Direction,
|
||||
) -> Result<(), &'static str> {
|
||||
let edge = Edge {
|
||||
target: to,
|
||||
distance: match distance {
|
||||
Some(distance) => {
|
||||
if distance <= 0.0 {
|
||||
return Err("Edge distance must be positive.");
|
||||
}
|
||||
distance
|
||||
}
|
||||
None => {
|
||||
// If no distance is provided, calculate it based on the positions of the nodes
|
||||
let from_pos = self.nodes[from].position;
|
||||
let to_pos = self.nodes[to].position;
|
||||
from_pos.distance(to_pos)
|
||||
}
|
||||
},
|
||||
direction,
|
||||
};
|
||||
|
||||
if from >= self.adjacency_list.len() {
|
||||
return Err("From node does not exist.");
|
||||
}
|
||||
|
||||
let adjacency_list = &mut self.adjacency_list[from];
|
||||
|
||||
// Check if the edge already exists in this direction or to the same target
|
||||
if let Some(err) = adjacency_list.iter().find_map(|e| {
|
||||
if e.direction == direction {
|
||||
Some(Err("Edge already exists in this direction."))
|
||||
} else if e.target == to {
|
||||
Some(Err("Edge already exists."))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}) {
|
||||
return err;
|
||||
}
|
||||
|
||||
adjacency_list.push(edge);
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Retrieves an immutable reference to a node's data.
|
||||
pub fn get_node(&self, id: NodeId) -> Option<&Node> {
|
||||
self.nodes.get(id)
|
||||
}
|
||||
|
||||
pub fn node_count(&self) -> usize {
|
||||
self.nodes.len()
|
||||
}
|
||||
|
||||
/// Finds a specific edge from a source node to a target node.
|
||||
pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<&Edge> {
|
||||
self.adjacency_list.get(from)?.iter().find(|edge| edge.target == to)
|
||||
}
|
||||
|
||||
pub fn find_edge_in_direction(&self, from: NodeId, direction: Direction) -> Option<&Edge> {
|
||||
self.adjacency_list.get(from)?.iter().find(|edge| edge.direction == direction)
|
||||
}
|
||||
}
|
||||
|
||||
// Default implementation for creating an empty graph.
|
||||
impl Default for Graph {
|
||||
fn default() -> Self {
|
||||
Self::new()
|
||||
}
|
||||
}
|
||||
|
||||
// --- Traversal State and Logic ---
|
||||
|
||||
/// Represents the traverser's current position within the graph.
|
||||
#[derive(Debug, PartialEq, Clone, Copy)]
|
||||
pub enum Position {
|
||||
/// The traverser is located exactly at a node.
|
||||
AtNode(NodeId),
|
||||
/// The traverser is on an edge between two nodes.
|
||||
BetweenNodes {
|
||||
from: NodeId,
|
||||
to: NodeId,
|
||||
/// The floating-point distance traversed along the edge from the `from` node.
|
||||
traversed: f32,
|
||||
},
|
||||
}
|
||||
|
||||
impl Position {
|
||||
pub fn is_at_node(&self) -> bool {
|
||||
matches!(self, Position::AtNode(_))
|
||||
}
|
||||
|
||||
pub fn from_node_id(&self) -> NodeId {
|
||||
match self {
|
||||
Position::AtNode(id) => *id,
|
||||
Position::BetweenNodes { from, .. } => *from,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn to_node_id(&self) -> Option<NodeId> {
|
||||
match self {
|
||||
Position::AtNode(_) => None,
|
||||
Position::BetweenNodes { to, .. } => Some(*to),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_stopped(&self) -> bool {
|
||||
matches!(self, Position::AtNode(_))
|
||||
}
|
||||
}
|
||||
|
||||
/// Manages a traversal session over a graph.
|
||||
/// It holds a reference to the graph and the current position state.
|
||||
pub struct Traverser {
|
||||
pub position: Position,
|
||||
pub direction: Direction,
|
||||
pub next_direction: Option<(Direction, u8)>,
|
||||
}
|
||||
|
||||
impl Traverser {
|
||||
/// Creates a new traverser starting at the given node ID.
|
||||
pub fn new(graph: &Graph, start_node: NodeId, initial_direction: Direction) -> Self {
|
||||
let mut traverser = Traverser {
|
||||
position: Position::AtNode(start_node),
|
||||
direction: initial_direction,
|
||||
next_direction: Some((initial_direction, 1)),
|
||||
};
|
||||
|
||||
// This will kickstart the traverser into motion
|
||||
traverser.advance(graph, 0.0);
|
||||
|
||||
traverser
|
||||
}
|
||||
|
||||
pub fn set_next_direction(&mut self, new_direction: Direction) {
|
||||
if self.direction != new_direction {
|
||||
self.next_direction = Some((new_direction, 30));
|
||||
}
|
||||
}
|
||||
|
||||
pub fn advance(&mut self, graph: &Graph, distance: f32) {
|
||||
// Decrement the remaining frames for the next direction
|
||||
if let Some((direction, remaining)) = self.next_direction {
|
||||
if remaining > 0 {
|
||||
self.next_direction = Some((direction, remaining - 1));
|
||||
} else {
|
||||
self.next_direction = None;
|
||||
}
|
||||
}
|
||||
|
||||
match self.position {
|
||||
Position::AtNode(node_id) => {
|
||||
// We're not moving, but a buffered direction is available.
|
||||
if let Some((next_direction, _)) = self.next_direction {
|
||||
if let Some(edge) = graph.find_edge_in_direction(node_id, next_direction) {
|
||||
// Start moving in that direction
|
||||
self.position = Position::BetweenNodes {
|
||||
from: node_id,
|
||||
to: edge.target,
|
||||
traversed: distance.max(0.0),
|
||||
};
|
||||
self.direction = next_direction;
|
||||
}
|
||||
|
||||
self.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
|
||||
}
|
||||
}
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
// There is no point in any of the next logic if we don't travel at all
|
||||
if distance <= 0.0 {
|
||||
return;
|
||||
}
|
||||
|
||||
let edge = graph
|
||||
.find_edge(from, to)
|
||||
.expect("Inconsistent state: Traverser is on a non-existent edge.");
|
||||
|
||||
let new_traversed = traversed + distance;
|
||||
|
||||
if new_traversed < edge.distance {
|
||||
// Still on the same edge, just update the distance.
|
||||
self.position = Position::BetweenNodes {
|
||||
from,
|
||||
to,
|
||||
traversed: new_traversed,
|
||||
};
|
||||
} else {
|
||||
let overflow = new_traversed - edge.distance;
|
||||
let mut moved = false;
|
||||
|
||||
// If we buffered a direction, try to find an edge in that direction
|
||||
if let Some((next_dir, _)) = self.next_direction {
|
||||
if let Some(edge) = graph.find_edge_in_direction(to, next_dir) {
|
||||
self.position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
|
||||
self.direction = next_dir; // Remember our new direction
|
||||
self.next_direction = None; // Consume the buffered direction
|
||||
moved = true;
|
||||
}
|
||||
}
|
||||
|
||||
// If we didn't move, try to continue in the current direction
|
||||
if !moved {
|
||||
if let Some(edge) = graph.find_edge_in_direction(to, self.direction) {
|
||||
self.position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
} else {
|
||||
self.position = Position::AtNode(to);
|
||||
self.next_direction = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,205 +1,3 @@
|
||||
pub mod direction;
|
||||
pub mod edible;
|
||||
pub mod ghost;
|
||||
pub mod graph;
|
||||
pub mod pacman;
|
||||
pub mod speed;
|
||||
|
||||
use crate::{
|
||||
constants::{MapTile, BOARD_CELL_OFFSET, BOARD_CELL_SIZE, CELL_SIZE},
|
||||
entity::{direction::Direction, speed::SimpleTickModulator},
|
||||
map::Map,
|
||||
};
|
||||
use anyhow::Result;
|
||||
use glam::{IVec2, UVec2};
|
||||
use sdl2::render::WindowCanvas;
|
||||
use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
|
||||
/// A trait for game objects that can be moved and rendered.
|
||||
pub trait Entity {
|
||||
/// Returns a reference to the base entity (position, etc).
|
||||
fn base(&self) -> &StaticEntity;
|
||||
|
||||
/// Returns true if the entity is colliding with the other entity.
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
let a = self.base().cell_position;
|
||||
let b = other.base().cell_position;
|
||||
a == b
|
||||
}
|
||||
}
|
||||
|
||||
/// A trait for entities that can move and interact with the map.
|
||||
pub trait Moving {
|
||||
fn tick(&mut self) {
|
||||
self.base_tick();
|
||||
}
|
||||
fn base_tick(&mut self) {
|
||||
if self.is_grid_aligned() {
|
||||
self.on_grid_aligned();
|
||||
}
|
||||
self.tick_movement();
|
||||
}
|
||||
/// Called when the entity is grid-aligned. Default does nothing.
|
||||
fn on_grid_aligned(&mut self) {}
|
||||
/// Handles movement and wall collision. Default uses tick logic from MovableEntity.
|
||||
fn tick_movement(&mut self);
|
||||
fn update_cell_position(&mut self);
|
||||
fn next_cell(&self, direction: Option<Direction>) -> IVec2;
|
||||
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool;
|
||||
fn handle_tunnel(&mut self) -> bool;
|
||||
fn is_grid_aligned(&self) -> bool;
|
||||
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool;
|
||||
}
|
||||
|
||||
/// Trait for entities that support queued direction changes.
|
||||
pub trait QueuedDirection: Moving {
|
||||
fn next_direction(&self) -> Option<Direction>;
|
||||
fn set_next_direction(&mut self, dir: Option<Direction>);
|
||||
/// Handles a requested direction change if possible.
|
||||
fn handle_direction_change(&mut self) -> bool {
|
||||
if let Some(next_direction) = self.next_direction() {
|
||||
if self.set_direction_if_valid(next_direction) {
|
||||
self.set_next_direction(None);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/// A struct for static (non-moving) entities with position only.
|
||||
pub struct StaticEntity {
|
||||
pub pixel_position: IVec2,
|
||||
pub cell_position: UVec2,
|
||||
}
|
||||
|
||||
impl StaticEntity {
|
||||
pub fn new(pixel_position: IVec2, cell_position: UVec2) -> Self {
|
||||
Self {
|
||||
pixel_position,
|
||||
cell_position,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A struct for movable game entities with position, direction, speed, and modulation.
|
||||
pub struct MovableEntity {
|
||||
pub base: StaticEntity,
|
||||
pub direction: Direction,
|
||||
pub speed: SimpleTickModulator,
|
||||
pub in_tunnel: bool,
|
||||
pub map: Rc<RefCell<Map>>,
|
||||
}
|
||||
|
||||
impl MovableEntity {
|
||||
pub fn new(
|
||||
pixel_position: IVec2,
|
||||
cell_position: UVec2,
|
||||
direction: Direction,
|
||||
speed: SimpleTickModulator,
|
||||
map: Rc<RefCell<Map>>,
|
||||
) -> Self {
|
||||
Self {
|
||||
base: StaticEntity::new(pixel_position, cell_position),
|
||||
direction,
|
||||
speed,
|
||||
in_tunnel: false,
|
||||
map,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the position within the current cell, in pixels.
|
||||
pub fn internal_position(&self) -> UVec2 {
|
||||
UVec2::new(
|
||||
(self.base.pixel_position.x as u32) % CELL_SIZE,
|
||||
(self.base.pixel_position.y as u32) % CELL_SIZE,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
impl Entity for MovableEntity {
|
||||
fn base(&self) -> &StaticEntity {
|
||||
&self.base
|
||||
}
|
||||
}
|
||||
|
||||
impl Moving for MovableEntity {
|
||||
fn tick_movement(&mut self) {
|
||||
if self.speed.next() && !self.is_wall_ahead(None) {
|
||||
match self.direction {
|
||||
Direction::Right => self.base.pixel_position.x += 1,
|
||||
Direction::Left => self.base.pixel_position.x -= 1,
|
||||
Direction::Up => self.base.pixel_position.y -= 1,
|
||||
Direction::Down => self.base.pixel_position.y += 1,
|
||||
}
|
||||
if self.is_grid_aligned() {
|
||||
self.update_cell_position();
|
||||
}
|
||||
}
|
||||
if self.is_grid_aligned() {
|
||||
self.update_cell_position();
|
||||
}
|
||||
}
|
||||
fn update_cell_position(&mut self) {
|
||||
self.base.cell_position = UVec2::new(
|
||||
(self.base.pixel_position.x as u32 / CELL_SIZE) - BOARD_CELL_OFFSET.x,
|
||||
(self.base.pixel_position.y as u32 / CELL_SIZE) - BOARD_CELL_OFFSET.y,
|
||||
);
|
||||
}
|
||||
fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
|
||||
let IVec2 { x, y } = direction.unwrap_or(self.direction).offset();
|
||||
IVec2::new(self.base.cell_position.x as i32 + x, self.base.cell_position.y as i32 + y)
|
||||
}
|
||||
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
|
||||
let next_cell = self.next_cell(direction);
|
||||
matches!(self.map.borrow().get_tile(next_cell), Some(MapTile::Wall))
|
||||
}
|
||||
fn handle_tunnel(&mut self) -> bool {
|
||||
let x = self.base.cell_position.x;
|
||||
let at_left_tunnel = x == 0;
|
||||
let at_right_tunnel = x == BOARD_CELL_SIZE.x - 1;
|
||||
|
||||
// Reset tunnel state if we're not at a tunnel position
|
||||
if !at_left_tunnel && !at_right_tunnel {
|
||||
self.in_tunnel = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// If we're already in a tunnel, stay in tunnel state
|
||||
if self.in_tunnel {
|
||||
return true;
|
||||
}
|
||||
|
||||
// Enter the tunnel and teleport to the other side
|
||||
let new_x = if at_left_tunnel { BOARD_CELL_SIZE.x - 2 } else { 1 };
|
||||
self.base.cell_position.x = new_x;
|
||||
self.base.pixel_position = Map::cell_to_pixel(self.base.cell_position);
|
||||
|
||||
self.in_tunnel = true;
|
||||
true
|
||||
}
|
||||
fn is_grid_aligned(&self) -> bool {
|
||||
self.internal_position() == UVec2::ZERO
|
||||
}
|
||||
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
|
||||
if new_direction == self.direction {
|
||||
return false;
|
||||
}
|
||||
if self.is_wall_ahead(Some(new_direction)) {
|
||||
return false;
|
||||
}
|
||||
self.direction = new_direction;
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
impl Entity for StaticEntity {
|
||||
fn base(&self) -> &StaticEntity {
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
/// A trait for entities that can be rendered to the screen.
|
||||
pub trait Renderable {
|
||||
fn render(&mut self, canvas: &mut WindowCanvas) -> Result<()>;
|
||||
}
|
||||
|
||||
@@ -1,143 +1,93 @@
|
||||
//! This module defines the Pac-Man entity, including its behavior and rendering.
|
||||
use anyhow::Result;
|
||||
use glam::{IVec2, UVec2};
|
||||
use sdl2::render::WindowCanvas;
|
||||
use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
use glam::Vec2;
|
||||
|
||||
use crate::{
|
||||
entity::speed::SimpleTickModulator,
|
||||
entity::{direction::Direction, Entity, MovableEntity, Moving, QueuedDirection, Renderable, StaticEntity},
|
||||
map::Map,
|
||||
texture::{animated::AnimatedTexture, directional::DirectionalAnimatedTexture, get_atlas_tile, sprite::SpriteAtlas},
|
||||
};
|
||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::graph::{Graph, NodeId, Position, Traverser};
|
||||
use crate::texture::animated::AnimatedTexture;
|
||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::rect::Rect;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
use std::collections::HashMap;
|
||||
|
||||
/// The Pac-Man entity.
|
||||
pub struct Pacman {
|
||||
/// Shared movement and position fields.
|
||||
pub base: MovableEntity,
|
||||
/// The next direction of Pac-Man, which will be applied when Pac-Man is next aligned with the grid.
|
||||
pub next_direction: Option<Direction>,
|
||||
/// Whether Pac-Man is currently stopped.
|
||||
pub stopped: bool,
|
||||
pub skip_move_tick: bool,
|
||||
pub texture: DirectionalAnimatedTexture,
|
||||
pub death_animation: AnimatedTexture,
|
||||
}
|
||||
|
||||
impl Entity for Pacman {
|
||||
fn base(&self) -> &StaticEntity {
|
||||
&self.base.base
|
||||
}
|
||||
}
|
||||
|
||||
impl Moving for Pacman {
|
||||
fn tick_movement(&mut self) {
|
||||
if self.skip_move_tick {
|
||||
self.skip_move_tick = false;
|
||||
return;
|
||||
}
|
||||
self.base.tick_movement();
|
||||
}
|
||||
fn update_cell_position(&mut self) {
|
||||
self.base.update_cell_position();
|
||||
}
|
||||
fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
|
||||
self.base.next_cell(direction)
|
||||
}
|
||||
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
|
||||
self.base.is_wall_ahead(direction)
|
||||
}
|
||||
fn handle_tunnel(&mut self) -> bool {
|
||||
self.base.handle_tunnel()
|
||||
}
|
||||
fn is_grid_aligned(&self) -> bool {
|
||||
self.base.is_grid_aligned()
|
||||
}
|
||||
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
|
||||
self.base.set_direction_if_valid(new_direction)
|
||||
}
|
||||
fn on_grid_aligned(&mut self) {
|
||||
Pacman::update_cell_position(self);
|
||||
if !<Pacman as Moving>::handle_tunnel(self) {
|
||||
<Pacman as QueuedDirection>::handle_direction_change(self);
|
||||
if !self.stopped && <Pacman as Moving>::is_wall_ahead(self, None) {
|
||||
self.stopped = true;
|
||||
} else if self.stopped && !<Pacman as Moving>::is_wall_ahead(self, None) {
|
||||
self.stopped = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl QueuedDirection for Pacman {
|
||||
fn next_direction(&self) -> Option<Direction> {
|
||||
self.next_direction
|
||||
}
|
||||
fn set_next_direction(&mut self, dir: Option<Direction>) {
|
||||
self.next_direction = dir;
|
||||
}
|
||||
pub traverser: Traverser,
|
||||
texture: DirectionalAnimatedTexture,
|
||||
}
|
||||
|
||||
impl Pacman {
|
||||
/// Creates a new `Pacman` instance.
|
||||
pub fn new(starting_position: UVec2, atlas: Rc<RefCell<SpriteAtlas>>, map: Rc<RefCell<Map>>) -> Pacman {
|
||||
let pixel_position = Map::cell_to_pixel(starting_position);
|
||||
let get = |name: &str| get_atlas_tile(&atlas, name);
|
||||
pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> Self {
|
||||
let mut textures = HashMap::new();
|
||||
let mut stopped_textures = HashMap::new();
|
||||
|
||||
Pacman {
|
||||
base: MovableEntity::new(
|
||||
pixel_position,
|
||||
starting_position,
|
||||
Direction::Right,
|
||||
SimpleTickModulator::new(1f32),
|
||||
map,
|
||||
),
|
||||
next_direction: None,
|
||||
stopped: false,
|
||||
skip_move_tick: false,
|
||||
texture: DirectionalAnimatedTexture::new(
|
||||
vec![get("pacman/up_a.png"), get("pacman/up_b.png"), get("pacman/full.png")],
|
||||
vec![get("pacman/down_a.png"), get("pacman/down_b.png"), get("pacman/full.png")],
|
||||
vec![get("pacman/left_a.png"), get("pacman/left_b.png"), get("pacman/full.png")],
|
||||
vec![get("pacman/right_a.png"), get("pacman/right_b.png"), get("pacman/full.png")],
|
||||
8,
|
||||
),
|
||||
death_animation: AnimatedTexture::new(
|
||||
(0..=10)
|
||||
.map(|i| get_atlas_tile(&atlas, &format!("pacman/death/{i}.png")))
|
||||
.collect(),
|
||||
5,
|
||||
),
|
||||
for &direction in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
|
||||
let moving_prefix = match direction {
|
||||
Direction::Up => "pacman/up",
|
||||
Direction::Down => "pacman/down",
|
||||
Direction::Left => "pacman/left",
|
||||
Direction::Right => "pacman/right",
|
||||
};
|
||||
let moving_tiles = vec![
|
||||
SpriteAtlas::get_tile(&atlas, &format!("{}_a.png", moving_prefix)).unwrap(),
|
||||
SpriteAtlas::get_tile(&atlas, &format!("{}_b.png", moving_prefix)).unwrap(),
|
||||
SpriteAtlas::get_tile(&atlas, "pacman/full.png").unwrap(),
|
||||
];
|
||||
|
||||
let stopped_tiles = vec![SpriteAtlas::get_tile(&atlas, &format!("{}_b.png", moving_prefix)).unwrap()];
|
||||
|
||||
textures.insert(direction, AnimatedTexture::new(moving_tiles, 0.08));
|
||||
stopped_textures.insert(direction, AnimatedTexture::new(stopped_tiles, 0.1));
|
||||
}
|
||||
|
||||
Self {
|
||||
traverser: Traverser::new(graph, start_node, Direction::Left),
|
||||
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the internal position of Pac-Man, rounded down to the nearest even number.
|
||||
fn internal_position_even(&self) -> UVec2 {
|
||||
let pos = self.base.internal_position();
|
||||
UVec2::new((pos.x / 2) * 2, (pos.y / 2) * 2)
|
||||
pub fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||
self.traverser.advance(graph, dt * 60.0 * 1.125);
|
||||
self.texture.tick(dt);
|
||||
}
|
||||
|
||||
pub fn tick(&mut self) {
|
||||
<Pacman as Moving>::tick(self);
|
||||
self.texture.tick();
|
||||
pub fn handle_key(&mut self, keycode: Keycode) {
|
||||
let direction = match keycode {
|
||||
Keycode::Up => Some(Direction::Up),
|
||||
Keycode::Down => Some(Direction::Down),
|
||||
Keycode::Left => Some(Direction::Left),
|
||||
Keycode::Right => Some(Direction::Right),
|
||||
_ => None,
|
||||
};
|
||||
|
||||
if let Some(direction) = direction {
|
||||
self.traverser.set_next_direction(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderable for Pacman {
|
||||
fn render(&mut self, canvas: &mut WindowCanvas) -> Result<()> {
|
||||
let pos = self.base.base.pixel_position;
|
||||
let dir = self.base.direction;
|
||||
fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
|
||||
match self.traverser.position {
|
||||
Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
let from_pos = graph.get_node(from).unwrap().position;
|
||||
let to_pos = graph.get_node(to).unwrap().position;
|
||||
let weight = from_pos.distance(to_pos);
|
||||
from_pos.lerp(to_pos, traversed / weight)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Center the 16x16 sprite on the 8x8 cell by offsetting by -4
|
||||
let dest = sdl2::rect::Rect::new(pos.x - 4, pos.y - 4, 16, 16);
|
||||
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
|
||||
let pixel_pos = self.get_pixel_pos(graph).round().as_ivec2() + BOARD_PIXEL_OFFSET.as_ivec2();
|
||||
let dest = Rect::new(pixel_pos.x - 8, pixel_pos.y - 8, 16, 16);
|
||||
let is_stopped = self.traverser.position.is_stopped();
|
||||
|
||||
if self.stopped {
|
||||
// When stopped, show the full sprite (mouth open)
|
||||
self.texture.render_stopped(canvas, dest, dir)?;
|
||||
if is_stopped {
|
||||
self.texture
|
||||
.render_stopped(canvas, atlas, dest, self.traverser.direction)
|
||||
.unwrap();
|
||||
} else {
|
||||
self.texture.render(canvas, dest, dir)?;
|
||||
self.texture.render(canvas, atlas, dest, self.traverser.direction).unwrap();
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,56 +0,0 @@
|
||||
//! This module provides a tick modulator, which can be used to slow down
|
||||
//! operations by a percentage.
|
||||
/// A tick modulator allows you to slow down operations by a percentage.
|
||||
///
|
||||
/// Unfortunately, switching to floating point numbers for entities can induce floating point errors, slow down calculations
|
||||
/// and make the game less deterministic. This is why we use a speed modulator instead.
|
||||
/// Additionally, with small integers, lowering the speed by a percentage is not possible. For example, if we have a speed of 2,
|
||||
/// and we want to slow it down by 10%, we would need to slow it down by 0.2. However, since we are using integers, we can't.
|
||||
/// The only amount you can slow it down by is 1, which is 50% of the speed.
|
||||
///
|
||||
/// The basic principle of the Speed Modulator is to instead 'skip' movement ticks every now and then.
|
||||
/// At 60 ticks per second, skips could happen several times per second, or once every few seconds.
|
||||
/// Whatever it be, as long as the tick rate is high enough, the human eye will not be able to tell the difference.
|
||||
///
|
||||
/// For example, if we want to slow down the speed by 10%, we would need to skip every 10th tick.
|
||||
pub trait TickModulator {
|
||||
/// Creates a new tick modulator.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `percent` - The percentage to slow down by, from 0.0 to 1.0.
|
||||
fn new(percent: f32) -> Self;
|
||||
/// Returns whether or not the operation should be performed on this tick.
|
||||
fn next(&mut self) -> bool;
|
||||
fn set_speed(&mut self, speed: f32);
|
||||
}
|
||||
|
||||
/// A simple tick modulator that skips every Nth tick.
|
||||
pub struct SimpleTickModulator {
|
||||
accumulator: f32,
|
||||
pixels_per_tick: f32,
|
||||
}
|
||||
|
||||
// TODO: Add tests for the tick modulator to ensure that it is working correctly.
|
||||
// TODO: Look into average precision and binary code modulation strategies to see
|
||||
// if they would be a better fit for this use case.
|
||||
impl SimpleTickModulator {
|
||||
pub fn new(pixels_per_tick: f32) -> Self {
|
||||
Self {
|
||||
accumulator: 0f32,
|
||||
pixels_per_tick: pixels_per_tick * 0.47,
|
||||
}
|
||||
}
|
||||
pub fn set_speed(&mut self, pixels_per_tick: f32) {
|
||||
self.pixels_per_tick = pixels_per_tick;
|
||||
}
|
||||
pub fn next(&mut self) -> bool {
|
||||
self.accumulator += self.pixels_per_tick;
|
||||
if self.accumulator >= 1f32 {
|
||||
self.accumulator -= 1f32;
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user