mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 01:15:42 -06:00
refactor: separate map struct into multiple files for building, rendering & parsing
This commit is contained in:
@@ -1,126 +1,17 @@
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//! This module defines the game map and provides functions for interacting with it.
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//! Map construction and building functionality.
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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::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
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use crate::entity::direction::{Direction, DIRECTIONS};
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use crate::entity::graph::{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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use crate::texture::sprite::{AtlasTile, SpriteAtlas};
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use crate::texture::text::TextTexture;
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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::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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/// Error type for map parsing operations.
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#[derive(Debug, thiserror::Error)]
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pub enum ParseError {
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#[error("Unknown character in board: {0}")]
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UnknownCharacter(char),
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#[error("House door must have exactly 2 positions, found {0}")]
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InvalidHouseDoorCount(usize),
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}
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/// Represents the parsed data from a raw board layout.
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#[derive(Debug)]
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pub struct ParsedMap {
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/// The parsed tile layout.
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pub tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
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/// The positions of the house door tiles.
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pub house_door: [Option<IVec2>; 2],
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/// The positions of the tunnel end tiles.
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pub tunnel_ends: [Option<IVec2>; 2],
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}
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/// Parser for converting raw board layouts into structured map data.
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pub struct MapTileParser;
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impl MapTileParser {
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/// Parses a single character into a map tile.
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///
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/// # Arguments
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///
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/// * `c` - The character to parse
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/// * `_x` - The x coordinate of the character (unused but kept for API consistency)
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/// * `_y` - The y coordinate of the character (unused but kept for API consistency)
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///
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/// # Returns
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///
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/// The parsed map tile, or an error if the character is unknown.
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pub fn parse_character(c: char) -> Result<MapTile, ParseError> {
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match c {
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'#' => Ok(MapTile::Wall),
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'.' => Ok(MapTile::Pellet),
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'o' => Ok(MapTile::PowerPellet),
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' ' => Ok(MapTile::Empty),
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'T' => Ok(MapTile::Tunnel),
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c @ '0'..='4' => Ok(MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)),
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'=' => Ok(MapTile::Wall), // House door is represented as a wall tile
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_ => Err(ParseError::UnknownCharacter(c)),
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}
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}
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/// Parses a raw board layout into structured map data.
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///
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/// # Arguments
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///
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/// * `raw_board` - The raw board layout as an array of strings
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///
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/// # Returns
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///
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/// The parsed map data, or an error if parsing fails.
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///
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/// # Errors
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///
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/// Returns an error if the board contains unknown characters or if the house door
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/// is not properly defined by exactly two '=' characters.
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pub fn parse_board(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> Result<ParsedMap, ParseError> {
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let mut tiles = [[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 = Self::parse_character(character)?;
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// Track special positions
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match tile {
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MapTile::Tunnel => {
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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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}
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MapTile::Wall if character == '=' => {
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if house_door[0].is_none() {
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house_door[0] = Some(IVec2::new(x as i32, y as i32));
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} else {
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house_door[1] = Some(IVec2::new(x as i32, y as i32));
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}
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}
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_ => {}
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}
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tiles[x][y] = tile;
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}
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}
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// Validate house door configuration
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let house_door_count = house_door.iter().filter(|x| x.is_some()).count();
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if house_door_count != 2 {
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return Err(ParseError::InvalidHouseDoorCount(house_door_count));
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}
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Ok(ParsedMap {
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tiles,
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house_door,
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tunnel_ends,
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})
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}
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}
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/// The game map, responsible for holding the tile-based layout and the navigation graph.
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///
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/// The map is represented as a 2D array of `MapTile`s. It also stores a navigation
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@@ -250,6 +141,60 @@ impl Map {
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}
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}
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// Build house structure
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Self::build_house(&mut graph, &grid_to_node, &house_door);
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// Build tunnel connections
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Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends);
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Map {
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current: map,
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grid_to_node,
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graph,
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}
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}
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/// Finds the starting position for a given entity ID.
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///
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/// # Arguments
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///
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/// * `entity_id` - The entity ID (0 for Pac-Man, 1-4 for ghosts)
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///
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/// # Returns
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///
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/// The starting position as a grid coordinate (`UVec2`), or `None` if not found.
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pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> {
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for (x, col) in self.current.iter().enumerate().take(BOARD_CELL_SIZE.x as usize) {
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for (y, &cell) in col.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
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if let MapTile::StartingPosition(id) = cell {
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if id == entity_id {
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return Some(UVec2::new(x as u32, y as u32));
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}
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}
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}
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}
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None
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}
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/// Renders the map to the given canvas.
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///
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/// This function draws the static map texture to the screen at the correct
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/// position and scale.
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_texture: &mut AtlasTile) {
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MapRenderer::render_map(canvas, atlas, map_texture);
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}
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/// Renders a debug visualization of the navigation graph.
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///
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/// This function is intended for development and debugging purposes. It draws the
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/// nodes and edges of the graph on top of the map, allowing for visual
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/// inspection of the navigation paths.
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pub fn debug_render_nodes<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, text: &mut TextTexture) {
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MapRenderer::debug_render_nodes(&self.graph, canvas, atlas, text);
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}
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/// Builds the house structure in the graph.
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fn build_house(graph: &mut Graph, grid_to_node: &HashMap<IVec2, NodeId>, house_door: &[Option<IVec2>; 2]) {
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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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@@ -308,7 +253,7 @@ impl Map {
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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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let (center_center_node_id, center_top_node_id) = create_house_line(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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@@ -317,13 +262,13 @@ impl Map {
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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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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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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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@@ -339,7 +284,10 @@ impl Map {
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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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}
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/// Builds the tunnel connections in the graph.
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fn build_tunnels(graph: &mut Graph, grid_to_node: &HashMap<IVec2, NodeId>, tunnel_ends: &[Option<IVec2>; 2]) {
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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")];
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@@ -388,146 +336,5 @@ impl Map {
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Direction::Left,
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)
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.expect("Failed to connect left tunnel hidden node to right tunnel hidden node");
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Map {
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current: map,
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grid_to_node,
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graph,
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}
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}
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/// Finds the starting position for a given entity ID.
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///
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/// # Arguments
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///
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/// * `entity_id` - The entity ID (0 for Pac-Man, 1-4 for ghosts)
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///
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/// # Returns
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///
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/// The starting position as a grid coordinate (`UVec2`), or `None` if not found.
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pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> {
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for (x, col) in self.current.iter().enumerate().take(BOARD_CELL_SIZE.x as usize) {
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for (y, &cell) in col.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
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if let MapTile::StartingPosition(id) = cell {
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if id == entity_id {
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return Some(UVec2::new(x as u32, y as u32));
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}
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}
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}
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}
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None
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}
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/// Renders the map to the given canvas.
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///
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/// This function draws the static map texture to the screen at the correct
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/// position and scale.
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_texture: &mut AtlasTile) {
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let dest = Rect::new(
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BOARD_PIXEL_OFFSET.x as i32,
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BOARD_PIXEL_OFFSET.y as i32,
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BOARD_PIXEL_SIZE.x,
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BOARD_PIXEL_SIZE.y,
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);
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let _ = map_texture.render(canvas, atlas, dest);
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}
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/// Renders a debug visualization of the navigation graph.
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///
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/// This function is intended for development and debugging purposes. It draws the
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/// nodes and edges of the graph on top of the map, allowing for visual
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/// inspection of the navigation paths.
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pub fn debug_render_nodes<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, text: &mut TextTexture) {
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for i in 0..self.graph.node_count() {
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let node = self.graph.get_node(i).unwrap();
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let pos = node.position + BOARD_PIXEL_OFFSET.as_vec2();
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// Draw connections
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canvas.set_draw_color(Color::BLUE);
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for edge in self.graph.adjacency_list[i].edges() {
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let end_pos = self.graph.get_node(edge.target).unwrap().position + BOARD_PIXEL_OFFSET.as_vec2();
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canvas
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.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
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.unwrap();
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}
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// Draw node
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// let color = if pacman.position.from_node_idx() == i.into() {
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// Color::GREEN
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// } else if let Some(to_idx) = pacman.position.to_node_idx() {
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// if to_idx == i.into() {
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// Color::CYAN
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// } else {
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// Color::RED
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// }
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// } else {
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// Color::RED
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// };
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canvas.set_draw_color(Color::GREEN);
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canvas
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.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
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.unwrap();
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// Draw node index
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// text.render(canvas, atlas, &i.to_string(), pos.as_uvec2()).unwrap();
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::constants::RAW_BOARD;
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#[test]
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fn test_parse_character() {
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assert!(matches!(MapTileParser::parse_character('#').unwrap(), MapTile::Wall));
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assert!(matches!(MapTileParser::parse_character('.').unwrap(), MapTile::Pellet));
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assert!(matches!(MapTileParser::parse_character('o').unwrap(), MapTile::PowerPellet));
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assert!(matches!(MapTileParser::parse_character(' ').unwrap(), MapTile::Empty));
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assert!(matches!(MapTileParser::parse_character('T').unwrap(), MapTile::Tunnel));
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assert!(matches!(
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MapTileParser::parse_character('0').unwrap(),
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MapTile::StartingPosition(0)
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));
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assert!(matches!(
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MapTileParser::parse_character('4').unwrap(),
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MapTile::StartingPosition(4)
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));
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assert!(matches!(MapTileParser::parse_character('=').unwrap(), MapTile::Wall));
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// Test invalid character
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assert!(MapTileParser::parse_character('X').is_err());
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}
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#[test]
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fn test_parse_board() {
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let result = MapTileParser::parse_board(RAW_BOARD);
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assert!(result.is_ok());
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let parsed = result.unwrap();
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// Verify we have tiles
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assert_eq!(parsed.tiles.len(), BOARD_CELL_SIZE.x as usize);
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assert_eq!(parsed.tiles[0].len(), BOARD_CELL_SIZE.y as usize);
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// Verify we found house door positions
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assert!(parsed.house_door[0].is_some());
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assert!(parsed.house_door[1].is_some());
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// Verify we found tunnel ends
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assert!(parsed.tunnel_ends[0].is_some());
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assert!(parsed.tunnel_ends[1].is_some());
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}
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#[test]
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fn test_parse_board_invalid_character() {
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let mut invalid_board = RAW_BOARD.clone();
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invalid_board[0] = "###########################X";
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let result = MapTileParser::parse_board(invalid_board);
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assert!(result.is_err());
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assert!(matches!(result.unwrap_err(), ParseError::UnknownCharacter('X')));
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}
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}
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8
src/map/mod.rs
Normal file
8
src/map/mod.rs
Normal file
@@ -0,0 +1,8 @@
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//! This module defines the game map and provides functions for interacting with it.
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pub mod builder;
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pub mod parser;
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pub mod render;
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// Re-export main types for convenience
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pub use builder::Map;
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168
src/map/parser.rs
Normal file
168
src/map/parser.rs
Normal file
@@ -0,0 +1,168 @@
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//! Map parsing functionality for converting raw board layouts into structured data.
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use crate::constants::{MapTile, BOARD_CELL_SIZE};
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use glam::IVec2;
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use thiserror::Error;
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|
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/// Error type for map parsing operations.
|
||||
#[derive(Debug, Error)]
|
||||
pub enum ParseError {
|
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#[error("Unknown character in board: {0}")]
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UnknownCharacter(char),
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#[error("House door must have exactly 2 positions, found {0}")]
|
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InvalidHouseDoorCount(usize),
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}
|
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|
||||
/// Represents the parsed data from a raw board layout.
|
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#[derive(Debug)]
|
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pub struct ParsedMap {
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/// The parsed tile layout.
|
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pub tiles: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
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/// The positions of the house door tiles.
|
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pub house_door: [Option<IVec2>; 2],
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/// The positions of the tunnel end tiles.
|
||||
pub tunnel_ends: [Option<IVec2>; 2],
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}
|
||||
|
||||
/// Parser for converting raw board layouts into structured map data.
|
||||
pub struct MapTileParser;
|
||||
|
||||
impl MapTileParser {
|
||||
/// Parses a single character into a map tile.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `c` - The character to parse
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// The parsed map tile, or an error if the character is unknown.
|
||||
pub fn parse_character(c: char) -> Result<MapTile, ParseError> {
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||||
match c {
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||||
'#' => Ok(MapTile::Wall),
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||||
'.' => Ok(MapTile::Pellet),
|
||||
'o' => Ok(MapTile::PowerPellet),
|
||||
' ' => Ok(MapTile::Empty),
|
||||
'T' => Ok(MapTile::Tunnel),
|
||||
c @ '0'..='4' => Ok(MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)),
|
||||
'=' => Ok(MapTile::Wall), // House door is represented as a wall tile
|
||||
_ => Err(ParseError::UnknownCharacter(c)),
|
||||
}
|
||||
}
|
||||
|
||||
/// Parses a raw board layout into structured map data.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `raw_board` - The raw board layout as an array of strings
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// The parsed map data, or an error if parsing fails.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns an error if the board contains unknown characters or if the house door
|
||||
/// is not properly defined by exactly two '=' characters.
|
||||
pub fn parse_board(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> Result<ParsedMap, ParseError> {
|
||||
let mut tiles = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize];
|
||||
let mut house_door = [None; 2];
|
||||
let mut tunnel_ends = [None; 2];
|
||||
|
||||
for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
|
||||
for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) {
|
||||
let tile = Self::parse_character(character)?;
|
||||
|
||||
// Track special positions
|
||||
match tile {
|
||||
MapTile::Tunnel => {
|
||||
if tunnel_ends[0].is_none() {
|
||||
tunnel_ends[0] = Some(IVec2::new(x as i32, y as i32));
|
||||
} else {
|
||||
tunnel_ends[1] = Some(IVec2::new(x as i32, y as i32));
|
||||
}
|
||||
}
|
||||
MapTile::Wall if character == '=' => {
|
||||
if house_door[0].is_none() {
|
||||
house_door[0] = Some(IVec2::new(x as i32, y as i32));
|
||||
} else {
|
||||
house_door[1] = Some(IVec2::new(x as i32, y as i32));
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
tiles[x][y] = tile;
|
||||
}
|
||||
}
|
||||
|
||||
// Validate house door configuration
|
||||
let house_door_count = house_door.iter().filter(|x| x.is_some()).count();
|
||||
if house_door_count != 2 {
|
||||
return Err(ParseError::InvalidHouseDoorCount(house_door_count));
|
||||
}
|
||||
|
||||
Ok(ParsedMap {
|
||||
tiles,
|
||||
house_door,
|
||||
tunnel_ends,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::constants::RAW_BOARD;
|
||||
|
||||
#[test]
|
||||
fn test_parse_character() {
|
||||
assert!(matches!(MapTileParser::parse_character('#').unwrap(), MapTile::Wall));
|
||||
assert!(matches!(MapTileParser::parse_character('.').unwrap(), MapTile::Pellet));
|
||||
assert!(matches!(MapTileParser::parse_character('o').unwrap(), MapTile::PowerPellet));
|
||||
assert!(matches!(MapTileParser::parse_character(' ').unwrap(), MapTile::Empty));
|
||||
assert!(matches!(MapTileParser::parse_character('T').unwrap(), MapTile::Tunnel));
|
||||
assert!(matches!(
|
||||
MapTileParser::parse_character('0').unwrap(),
|
||||
MapTile::StartingPosition(0)
|
||||
));
|
||||
assert!(matches!(
|
||||
MapTileParser::parse_character('4').unwrap(),
|
||||
MapTile::StartingPosition(4)
|
||||
));
|
||||
assert!(matches!(MapTileParser::parse_character('=').unwrap(), MapTile::Wall));
|
||||
|
||||
// Test invalid character
|
||||
assert!(MapTileParser::parse_character('X').is_err());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_parse_board() {
|
||||
let result = MapTileParser::parse_board(RAW_BOARD);
|
||||
assert!(result.is_ok());
|
||||
|
||||
let parsed = result.unwrap();
|
||||
|
||||
// Verify we have tiles
|
||||
assert_eq!(parsed.tiles.len(), BOARD_CELL_SIZE.x as usize);
|
||||
assert_eq!(parsed.tiles[0].len(), BOARD_CELL_SIZE.y as usize);
|
||||
|
||||
// Verify we found house door positions
|
||||
assert!(parsed.house_door[0].is_some());
|
||||
assert!(parsed.house_door[1].is_some());
|
||||
|
||||
// Verify we found tunnel ends
|
||||
assert!(parsed.tunnel_ends[0].is_some());
|
||||
assert!(parsed.tunnel_ends[1].is_some());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_parse_board_invalid_character() {
|
||||
let mut invalid_board = RAW_BOARD.clone();
|
||||
invalid_board[0] = "###########################X";
|
||||
|
||||
let result = MapTileParser::parse_board(invalid_board);
|
||||
assert!(result.is_err());
|
||||
assert!(matches!(result.unwrap_err(), ParseError::UnknownCharacter('X')));
|
||||
}
|
||||
}
|
||||
74
src/map/render.rs
Normal file
74
src/map/render.rs
Normal file
@@ -0,0 +1,74 @@
|
||||
//! Map rendering functionality.
|
||||
|
||||
use crate::constants::{BOARD_PIXEL_OFFSET, BOARD_PIXEL_SIZE};
|
||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||
use crate::texture::text::TextTexture;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
|
||||
/// Handles rendering operations for the map.
|
||||
pub struct MapRenderer;
|
||||
|
||||
impl MapRenderer {
|
||||
/// Renders the map to the given canvas.
|
||||
///
|
||||
/// This function draws the static map texture to the screen at the correct
|
||||
/// position and scale.
|
||||
pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_texture: &mut AtlasTile) {
|
||||
let dest = Rect::new(
|
||||
BOARD_PIXEL_OFFSET.x as i32,
|
||||
BOARD_PIXEL_OFFSET.y as i32,
|
||||
BOARD_PIXEL_SIZE.x,
|
||||
BOARD_PIXEL_SIZE.y,
|
||||
);
|
||||
let _ = map_texture.render(canvas, atlas, dest);
|
||||
}
|
||||
|
||||
/// Renders a debug visualization of the navigation graph.
|
||||
///
|
||||
/// This function is intended for development and debugging purposes. It draws the
|
||||
/// nodes and edges of the graph on top of the map, allowing for visual
|
||||
/// inspection of the navigation paths.
|
||||
pub fn debug_render_nodes<T: RenderTarget>(
|
||||
graph: &crate::entity::graph::Graph,
|
||||
canvas: &mut Canvas<T>,
|
||||
_atlas: &mut SpriteAtlas,
|
||||
_text: &mut TextTexture,
|
||||
) {
|
||||
for i in 0..graph.node_count() {
|
||||
let node = graph.get_node(i).unwrap();
|
||||
let pos = node.position + BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
// Draw connections
|
||||
canvas.set_draw_color(Color::BLUE);
|
||||
|
||||
for edge in graph.adjacency_list[i].edges() {
|
||||
let end_pos = graph.get_node(edge.target).unwrap().position + BOARD_PIXEL_OFFSET.as_vec2();
|
||||
canvas
|
||||
.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
// Draw node
|
||||
// let color = if pacman.position.from_node_idx() == i.into() {
|
||||
// Color::GREEN
|
||||
// } else if let Some(to_idx) = pacman.position.to_node_idx() {
|
||||
// if to_idx == i.into() {
|
||||
// Color::CYAN
|
||||
// } else {
|
||||
// Color::RED
|
||||
// }
|
||||
// } else {
|
||||
// Color::RED
|
||||
// };
|
||||
canvas.set_draw_color(Color::GREEN);
|
||||
canvas
|
||||
.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
|
||||
.unwrap();
|
||||
|
||||
// Draw node index
|
||||
// text.render(canvas, atlas, &i.to_string(), pos.as_uvec2()).unwrap();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user