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https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 16:07:57 -06:00
feat: fruit spawning mechanism, sprites, pellet counting, fruit trigger observer
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@@ -3,7 +3,7 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
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use crate::map::direction::Direction;
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use crate::map::graph::{Graph, Node, TraversalFlags};
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use crate::map::parser::MapTileParser;
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use crate::systems::NodeId;
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use crate::systems::{NodeId, Position};
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use bevy_ecs::resource::Resource;
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use glam::{I8Vec2, IVec2, Vec2};
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use std::collections::{HashMap, VecDeque};
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@@ -25,6 +25,8 @@ pub struct NodePositions {
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pub inky: NodeId,
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/// Clyde starts in the center of the ghost house
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pub clyde: NodeId,
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/// Fruit spawn location directly below the ghost house
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pub fruit_spawn: Position,
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}
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/// Complete maze representation combining visual layout with navigation pathfinding.
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@@ -154,12 +156,37 @@ impl Map {
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let (house_entrance_node_id, left_center_node_id, center_center_node_id, right_center_node_id) =
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Self::build_house(&mut graph, &grid_to_node, &house_door)?;
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// Find fruit spawn location (directly below ghost house)
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let left_node_position = I8Vec2::new(13, 17);
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let left_node_id = grid_to_node.get(&left_node_position).unwrap();
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let right_node_position = I8Vec2::new(14, 17);
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let right_node_id = grid_to_node.get(&right_node_position).unwrap();
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let distance = graph
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.get_node(*right_node_id)
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.unwrap()
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.position
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.distance(graph.get_node(*left_node_id).unwrap().position);
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// interpolate between the two nodes
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let fruit_spawn_position: Position = Position::Moving {
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from: *left_node_id,
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to: *right_node_id,
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remaining_distance: distance / 2.0,
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};
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tracing::warn!(
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fruit_spawn_position = ?fruit_spawn_position,
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"Fruit spawn position found"
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);
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let start_positions = NodePositions {
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pacman: grid_to_node[&start_pos],
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blinky: house_entrance_node_id,
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pinky: left_center_node_id,
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inky: right_center_node_id,
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clyde: center_center_node_id,
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fruit_spawn: fruit_spawn_position,
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};
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// Build tunnel connections
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