mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 03:15:48 -06:00
feat: working perfect tunnels with offset house positioning nodes
This commit is contained in:
@@ -56,8 +56,8 @@ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
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"#......##....##....##......#",
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"######.##### ## #####.######",
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" #.##### ## #####.# ",
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" #.## 1 ##.# ",
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" #.## ###==### ##.# ",
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" #.## == ##.# ",
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" #.## ######## ##.# ",
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"######.## ######## ##.######",
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"T . ######## . T",
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"######.## ######## ##.######",
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@@ -112,13 +112,21 @@ impl Graph {
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}
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/// Connects a new node to the graph and adds an edge between the existing node and the new node.
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pub fn connect_node(&mut self, from: NodeId, direction: Direction, new_node: Node) -> Result<(), &'static str> {
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pub fn connect_node(&mut self, from: NodeId, direction: Direction, new_node: Node) -> Result<NodeId, &'static str> {
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let to = self.add_node(new_node);
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self.connect(from, to, None, direction)
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self.connect(from, to, false, None, direction)?;
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Ok(to)
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}
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/// Connects two existing nodes with an edge.
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pub fn connect(&mut self, from: NodeId, to: NodeId, distance: Option<f32>, direction: Direction) -> Result<(), &'static str> {
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pub fn connect(
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&mut self,
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from: NodeId,
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to: NodeId,
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replace: bool,
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distance: Option<f32>,
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direction: Direction,
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) -> Result<(), &'static str> {
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if from >= self.adjacency_list.len() {
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return Err("From node does not exist.");
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}
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@@ -126,8 +134,8 @@ impl Graph {
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return Err("To node does not exist.");
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}
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let edge_a = self.add_edge(from, to, distance, direction);
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let edge_b = self.add_edge(to, from, distance, direction.opposite());
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let edge_a = self.add_edge(from, to, replace, distance, direction);
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let edge_b = self.add_edge(to, from, replace, distance, direction.opposite());
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if edge_a.is_err() && edge_b.is_err() {
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return Err("Failed to connect nodes in both directions.");
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@@ -152,6 +160,7 @@ impl Graph {
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&mut self,
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from: NodeId,
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to: NodeId,
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replace: bool,
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distance: Option<f32>,
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direction: Direction,
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) -> Result<(), &'static str> {
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@@ -159,8 +168,8 @@ impl Graph {
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target: to,
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distance: match distance {
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Some(distance) => {
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if distance <= 0.0 {
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return Err("Edge distance must be positive.");
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if distance < 0.0 {
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return Err("Edge distance must be on-negative.");
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}
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distance
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}
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@@ -182,7 +191,8 @@ impl Graph {
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// Check if the edge already exists in this direction or to the same target
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if let Some(err) = adjacency_list.edges().find_map(|e| {
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if e.direction == direction {
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// If we're not replacing the edge, we don't want to replace an edge that already exists in this direction
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if !replace && e.direction == direction {
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Some(Err("Edge already exists in this direction."))
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} else if e.target == to {
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Some(Err("Edge already exists."))
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@@ -50,8 +50,11 @@ impl Game {
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) -> Game {
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let map = Map::new(RAW_BOARD);
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let _pacman_start_pos = map.find_starting_position(0).unwrap();
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let pacman_start_node = 0; // TODO: Find the actual start node
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let pacman_start_pos = map.find_starting_position(0).unwrap();
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let pacman_start_node = *map
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.grid_to_node
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.get(&glam::IVec2::new(pacman_start_pos.x as i32, pacman_start_pos.y as i32))
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.expect("Pac-Man starting position not found in graph");
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let atlas_bytes = get_asset_bytes(Asset::Atlas).expect("Failed to load asset");
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let atlas_texture = unsafe {
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267
src/map.rs
267
src/map.rs
@@ -1,14 +1,14 @@
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//! This module defines the game map and provides functions for interacting with it.
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use crate::constants::{MapTile, BOARD_CELL_SIZE, BOARD_PIXEL_OFFSET, BOARD_PIXEL_SIZE, CELL_SIZE};
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use crate::entity::direction::DIRECTIONS;
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use crate::entity::direction::{Direction, DIRECTIONS};
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use crate::texture::sprite::{AtlasTile, SpriteAtlas};
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use glam::{IVec2, UVec2, Vec2};
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use sdl2::pixels::Color;
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use sdl2::rect::{Point, Rect};
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use sdl2::render::{Canvas, RenderTarget};
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use std::collections::{HashMap, VecDeque};
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use tracing::info;
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use tracing::debug;
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use crate::entity::graph::{Graph, Node, NodeId};
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use crate::texture::text::TextTexture;
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@@ -23,6 +23,8 @@ pub struct Map {
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current: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
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/// The node map for entity movement.
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pub graph: Graph,
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/// A mapping from grid positions to node IDs.
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pub grid_to_node: HashMap<IVec2, NodeId>,
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}
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impl Map {
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@@ -38,6 +40,7 @@ impl Map {
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pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> Map {
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let mut map = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize];
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let mut house_door = [None; 2];
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let mut tunnel_ends = [None; 2];
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for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
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for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) {
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let tile = match character {
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@@ -45,7 +48,14 @@ impl Map {
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'.' => MapTile::Pellet,
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'o' => MapTile::PowerPellet,
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' ' => MapTile::Empty,
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'T' => MapTile::Tunnel,
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'T' => {
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if tunnel_ends[0].is_none() {
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tunnel_ends[0] = Some(IVec2::new(x as i32, y as i32));
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} else {
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tunnel_ends[1] = Some(IVec2::new(x as i32, y as i32));
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}
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MapTile::Tunnel
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}
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c @ '0'..='4' => MapTile::StartingPosition(c.to_digit(10).unwrap() as u8),
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'=' => {
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if house_door[0].is_none() {
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@@ -61,37 +71,6 @@ impl Map {
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}
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}
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if house_door.iter().filter(|x| x.is_some()).count() != 2 {
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panic!("House door must have exactly 2 positions");
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}
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let mut graph = Self::generate_graph(&map);
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let house_door_node_id = {
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let offset = Vec2::splat(CELL_SIZE as f32 / 2.0);
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let position_a = house_door[0].unwrap().as_vec2() * Vec2::splat(CELL_SIZE as f32) + offset;
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let position_b = house_door[1].unwrap().as_vec2() * Vec2::splat(CELL_SIZE as f32) + offset;
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info!("Position A: {position_a}, Position B: {position_b}");
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let position = position_a.lerp(position_b, 0.5);
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graph.add_node(Node { position })
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};
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info!("House door node id: {house_door_node_id}");
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// Connect the house door node to nearby nodes
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Self::connect_house_door(&mut graph, house_door_node_id, &map);
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Map { current: map, graph }
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}
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/// Generates a navigation graph from the given map layout.
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///
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/// This function performs a breadth-first search (BFS) starting from Pac-Man's
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/// initial position to identify all walkable tiles and create a connected graph.
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/// Nodes are placed at the center of each walkable tile, and edges are created
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/// between adjacent walkable tiles.
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fn generate_graph(map: &[[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize]) -> Graph {
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let mut graph = Graph::new();
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let mut grid_to_node = HashMap::new();
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@@ -118,9 +97,9 @@ impl Map {
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.expect("No valid starting position found on map for graph generation")
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});
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// Add the starting position to the graph/queue
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let mut queue = VecDeque::new();
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queue.push_back(start_pos);
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let pos = Vec2::new(
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(start_pos.x * CELL_SIZE as i32) as f32,
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(start_pos.y * CELL_SIZE as i32) as f32,
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@@ -128,10 +107,12 @@ impl Map {
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let node_id = graph.add_node(Node { position: pos });
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grid_to_node.insert(start_pos, node_id);
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// Iterate over the queue, adding nodes to the graph and connecting them to their neighbors
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while let Some(source_position) = queue.pop_front() {
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for &dir in DIRECTIONS.iter() {
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let new_position = source_position + dir.to_ivec2();
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// Skip if the new position is out of bounds
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if new_position.x < 0
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|| new_position.x >= BOARD_CELL_SIZE.x as i32
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|| new_position.y < 0
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@@ -140,14 +121,17 @@ impl Map {
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continue;
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}
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// Skip if the new position is already in the graph
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if grid_to_node.contains_key(&new_position) {
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continue;
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}
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// Skip if the new position is not a walkable tile
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if matches!(
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map[new_position.x as usize][new_position.y as usize],
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MapTile::Pellet | MapTile::PowerPellet | MapTile::Empty | MapTile::Tunnel | MapTile::StartingPosition(_)
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) {
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// Add the new position to the graph/queue
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let pos = Vec2::new(
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(new_position.x * CELL_SIZE as i32) as f32,
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(new_position.y * CELL_SIZE as i32) as f32,
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@@ -161,14 +145,15 @@ impl Map {
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.get(&source_position)
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.expect(&format!("Source node not found for {source_position}"));
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// Connect the new node to the source node
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graph
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.connect(*source_node_id, new_node_id, None, dir)
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.connect(*source_node_id, new_node_id, false, None, dir)
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.expect("Failed to add edge");
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}
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}
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}
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// While most nodes are already connected to their neighbors, some may not be
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// While most nodes are already connected to their neighbors, some may not be, so we need to connect them
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for (grid_pos, &node_id) in &grid_to_node {
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for dir in DIRECTIONS {
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// If the node doesn't have an edge in this direction, look for a neighbor in that direction
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@@ -176,75 +161,161 @@ impl Map {
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let neighbor = grid_pos + dir.to_ivec2();
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// If the neighbor exists, connect the node to it
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if let Some(&neighbor_id) = grid_to_node.get(&neighbor) {
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graph.connect(node_id, neighbor_id, None, dir).expect("Failed to add edge");
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graph
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.connect(node_id, neighbor_id, false, None, dir)
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.expect("Failed to add edge");
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}
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}
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}
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}
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graph
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}
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/// Connects the house door node to nearby walkable nodes in the graph.
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///
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/// This function finds nodes within a reasonable distance of the house door
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/// and creates bidirectional connections to them.
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fn connect_house_door(
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graph: &mut Graph,
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house_door_node_id: NodeId,
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_map: &[[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
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) {
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let house_position = graph.get_node(house_door_node_id).unwrap().position;
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let connection_distance = CELL_SIZE as f32 * 1.5; // Connect to nodes within 1.5 cells
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// Find all nodes that should be connected to the house door
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for node_id in 0..graph.node_count() {
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if node_id == house_door_node_id {
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continue; // Skip the house door node itself
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}
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let node_position = graph.get_node(node_id).unwrap().position;
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let distance = house_position.distance(node_position);
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if distance <= connection_distance {
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// Determine the direction from house door to this node
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let direction = Self::direction_from_to(house_position, node_position);
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// Add bidirectional connection
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if let Err(e) = graph.add_edge(house_door_node_id, node_id, None, direction) {
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info!("Failed to connect house door to node {}: {}", node_id, e);
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}
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// Add reverse connection
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let reverse_direction = direction.opposite();
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if let Err(e) = graph.add_edge(node_id, house_door_node_id, None, reverse_direction) {
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info!("Failed to connect node {} to house door: {}", node_id, e);
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}
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}
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if house_door.iter().filter(|x| x.is_some()).count() != 2 {
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panic!("House door must have exactly 2 positions");
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}
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}
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/// Determines the primary direction from one position to another.
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///
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/// This is a simplified direction calculation that prioritizes the axis
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/// with the larger difference.
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fn direction_from_to(from: Vec2, to: Vec2) -> crate::entity::direction::Direction {
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let diff = to - from;
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let abs_x = diff.x.abs();
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let abs_y = diff.y.abs();
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// Calculate the position of the house entrance node
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let (house_entrance_node_id, house_entrance_node_position) = {
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// Translate the grid positions to the actual node ids
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let left_node = grid_to_node
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.get(&(house_door[0].expect("First house door position not acquired") + Direction::Left.to_ivec2()))
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.expect("Left house door node not found");
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let right_node = grid_to_node
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.get(&(house_door[1].expect("Second house door position not acquired") + Direction::Right.to_ivec2()))
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.expect("Right house door node not found");
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if abs_x > abs_y {
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if diff.x > 0.0 {
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crate::entity::direction::Direction::Right
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} else {
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crate::entity::direction::Direction::Left
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}
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} else {
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if diff.y > 0.0 {
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crate::entity::direction::Direction::Down
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} else {
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crate::entity::direction::Direction::Up
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}
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// Calculate the position of the house node
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let (node_id, node_position) = {
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let left_pos = graph.get_node(*left_node).unwrap().position;
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let right_pos = graph.get_node(*right_node).unwrap().position;
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let house_node = graph.add_node(Node {
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position: left_pos.lerp(right_pos, 0.5),
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});
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(house_node, left_pos.lerp(right_pos, 0.5))
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};
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// Connect the house door to the left and right nodes
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graph
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.connect(node_id, *left_node, true, None, Direction::Left)
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.expect("Failed to connect house door to left node");
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graph
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.connect(node_id, *right_node, true, None, Direction::Right)
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.expect("Failed to connect house door to right node");
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(node_id, node_position)
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};
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// A helper function to help create the various 'lines' of nodes within the house
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let create_house_line = |graph: &mut Graph, center_pos: Vec2| -> (NodeId, NodeId) {
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// Place the nodes at, above, and below the center position
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let center_node_id = graph.add_node(Node { position: center_pos });
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let top_node_id = graph.add_node(Node {
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position: center_pos + (Direction::Up.to_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
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});
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let bottom_node_id = graph.add_node(Node {
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position: center_pos + (Direction::Down.to_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
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});
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// Connect the center node to the top and bottom nodes
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graph
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.connect(center_node_id, top_node_id, false, None, Direction::Up)
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.expect("Failed to connect house line to left node");
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graph
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.connect(center_node_id, bottom_node_id, false, None, Direction::Down)
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.expect("Failed to connect house line to right node");
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(center_node_id, top_node_id)
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};
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// Calculate the position of the center line's center node
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let center_line_center_position =
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house_entrance_node_position + (Direction::Down.to_ivec2() * (3 * CELL_SIZE as i32)).as_vec2();
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// Create the center line
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let (center_center_node_id, center_top_node_id) = create_house_line(&mut graph, center_line_center_position);
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// Connect the house entrance to the top line
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graph
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.connect(house_entrance_node_id, center_top_node_id, false, None, Direction::Down)
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.expect("Failed to connect house entrance to top line");
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// Create the left line
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let (left_center_node_id, _) = create_house_line(
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&mut graph,
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center_line_center_position + (Direction::Left.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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);
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// Create the right line
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let (right_center_node_id, _) = create_house_line(
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&mut graph,
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center_line_center_position + (Direction::Right.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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);
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debug!("Left center node id: {left_center_node_id}");
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// Connect the center line to the left and right lines
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graph
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.connect(center_center_node_id, left_center_node_id, false, None, Direction::Left)
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.expect("Failed to connect house entrance to left top line");
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graph
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.connect(center_center_node_id, right_center_node_id, false, None, Direction::Right)
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.expect("Failed to connect house entrance to right top line");
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debug!("House entrance node id: {house_entrance_node_id}");
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// Create the hidden tunnel nodes
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let left_tunnel_hidden_node_id = {
|
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let left_tunnel_entrance_node_id = grid_to_node[&tunnel_ends[0].expect("Left tunnel end not found")];
|
||||
let left_tunnel_entrance_node = graph
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.get_node(left_tunnel_entrance_node_id)
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.expect("Left tunnel entrance node not found");
|
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|
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graph
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||||
.connect_node(
|
||||
left_tunnel_entrance_node_id,
|
||||
Direction::Left,
|
||||
Node {
|
||||
position: left_tunnel_entrance_node.position
|
||||
+ (Direction::Left.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
|
||||
},
|
||||
)
|
||||
.expect("Failed to connect left tunnel entrance to left tunnel hidden node")
|
||||
};
|
||||
|
||||
// Create the right tunnel nodes
|
||||
let right_tunnel_hidden_node_id = {
|
||||
let right_tunnel_entrance_node_id = grid_to_node[&tunnel_ends[1].expect("Right tunnel end not found")];
|
||||
let right_tunnel_entrance_node = graph
|
||||
.get_node(right_tunnel_entrance_node_id)
|
||||
.expect("Right tunnel entrance node not found");
|
||||
|
||||
graph
|
||||
.connect_node(
|
||||
right_tunnel_entrance_node_id,
|
||||
Direction::Right,
|
||||
Node {
|
||||
position: right_tunnel_entrance_node.position
|
||||
+ (Direction::Right.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
|
||||
},
|
||||
)
|
||||
.expect("Failed to connect right tunnel entrance to right tunnel hidden node")
|
||||
};
|
||||
|
||||
// Connect the left tunnel hidden node to the right tunnel hidden node
|
||||
graph
|
||||
.connect(
|
||||
left_tunnel_hidden_node_id,
|
||||
right_tunnel_hidden_node_id,
|
||||
false,
|
||||
Some(0.0),
|
||||
Direction::Left,
|
||||
)
|
||||
.expect("Failed to connect left tunnel hidden node to right tunnel hidden node");
|
||||
|
||||
Map {
|
||||
current: map,
|
||||
grid_to_node,
|
||||
graph,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user