mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 08:07:56 -06:00
refactor: move DIRECTIONS constant into direction, add as_u8() const fn for array indexing
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@@ -1,5 +1,6 @@
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use glam::IVec2;
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/// The four cardinal directions.
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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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@@ -9,7 +10,12 @@ pub enum Direction {
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}
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impl Direction {
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pub fn opposite(&self) -> Direction {
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/// The four cardinal directions.
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/// This is just a convenience constant for iterating over the directions.
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pub const DIRECTIONS: [Direction; 4] = [Direction::Up, Direction::Down, Direction::Left, Direction::Right];
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/// Returns the opposite direction. Constant time.
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pub const fn opposite(self) -> Direction {
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match self {
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Direction::Up => Direction::Down,
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Direction::Down => Direction::Up,
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@@ -18,8 +24,20 @@ impl Direction {
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}
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}
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pub fn as_ivec2(&self) -> IVec2 {
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(*self).into()
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/// Returns the direction as an IVec2.
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pub fn as_ivec2(self) -> IVec2 {
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self.into()
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}
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/// Returns the direction as a u8 (0-3). Constant time.
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/// This is useful for indexing into arrays.
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pub const fn as_u8(self) -> u8 {
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match self {
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Direction::Up => 0,
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Direction::Down => 1,
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Direction::Left => 2,
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Direction::Right => 3,
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}
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}
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}
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@@ -1,3 +1,9 @@
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//! Pac-Man entity implementation.
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//!
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//! This module contains the main player character logic, including movement,
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//! animation, and rendering. Pac-Man moves through the game graph using
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//! a traverser and displays directional animated textures.
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use glam::{UVec2, Vec2};
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use crate::constants::BOARD_PIXEL_OFFSET;
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@@ -11,21 +17,34 @@ use sdl2::keyboard::Keycode;
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use sdl2::render::{Canvas, RenderTarget};
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use std::collections::HashMap;
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/// Determines if Pac-Man can traverse a given edge.
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///
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/// Pac-Man can only move through edges that allow all entities.
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fn can_pacman_traverse(edge: Edge) -> bool {
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matches!(edge.permissions, EdgePermissions::All)
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}
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/// The main player character entity.
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///
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/// Pac-Man moves through the game world using a graph-based navigation system
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/// and displays directional animated sprites based on movement state.
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pub struct Pacman {
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/// Handles movement through the game graph
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pub traverser: Traverser,
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/// Manages directional animated textures for different movement states
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texture: DirectionalAnimatedTexture,
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}
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impl Pacman {
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/// Creates a new Pac-Man instance at the specified starting node.
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///
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/// Sets up animated textures for all four directions with moving and stopped states.
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/// The moving animation cycles through open mouth, closed mouth, and full sprites.
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pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> Self {
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let mut textures = HashMap::new();
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let mut stopped_textures = HashMap::new();
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for &direction in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
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for direction in Direction::DIRECTIONS {
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let moving_prefix = match direction {
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Direction::Up => "pacman/up",
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Direction::Down => "pacman/down",
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@@ -56,11 +75,19 @@ impl Pacman {
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}
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}
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/// Updates Pac-Man's position and animation state.
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///
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/// Advances movement through the graph and updates texture animation.
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/// Movement speed is scaled by 60 FPS and a 1.125 multiplier.
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pub fn tick(&mut self, dt: f32, graph: &Graph) {
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self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse);
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self.texture.tick(dt);
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}
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/// Handles keyboard input to change Pac-Man's direction.
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///
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/// Maps arrow keys to directions and queues the direction change
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/// for the next valid intersection.
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pub fn handle_key(&mut self, keycode: Keycode) {
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let direction = match keycode {
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Keycode::Up => Some(Direction::Up),
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@@ -75,6 +102,9 @@ impl Pacman {
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}
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}
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/// Calculates the current pixel position in the game world.
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///
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/// Interpolates between nodes when moving between them.
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fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
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match self.traverser.position {
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Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
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@@ -86,6 +116,10 @@ impl Pacman {
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}
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}
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/// Renders Pac-Man to the canvas.
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///
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/// Calculates screen position, determines if Pac-Man is stopped,
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/// and renders the appropriate directional texture.
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
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let pixel_pos = self.get_pixel_pos(graph).round().as_ivec2() + BOARD_PIXEL_OFFSET.as_ivec2();
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let dest = centered_with_size(pixel_pos, UVec2::new(16, 16));
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@@ -1,7 +1,7 @@
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//! Map construction and building functionality.
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use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
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use crate::entity::direction::{Direction, DIRECTIONS};
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use crate::entity::direction::Direction;
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use crate::entity::graph::{EdgePermissions, Graph, Node, NodeId};
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use crate::map::parser::MapTileParser;
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use crate::map::render::MapRenderer;
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@@ -75,7 +75,7 @@ impl Map {
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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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for dir in Direction::DIRECTIONS {
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let new_position = source_position + dir.as_ivec2();
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// Skip if the new position is out of bounds
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@@ -121,7 +121,7 @@ impl Map {
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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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for dir in Direction::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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if graph.adjacency_list[node_id].get(dir).is_none() {
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let neighbor = grid_pos + dir.as_ivec2();
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