mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 18:12:31 -06:00
feat: new edible type for pellet/powerpellet, fruits, separate static/moving entities
This commit is contained in:
74
src/ghost.rs
74
src/ghost.rs
@@ -5,7 +5,7 @@ use crate::{
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animation::{AnimatedAtlasTexture, FrameDrawn},
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constants::{MapTile, BOARD_WIDTH},
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direction::Direction,
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entity::{Entity, MovableEntity, Renderable},
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entity::{Entity, MovableEntity, Moving, Renderable, StaticEntity},
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map::Map,
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modulation::{SimpleTickModulator, TickModulator},
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pacman::Pacman,
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@@ -57,10 +57,8 @@ pub struct Ghost<'a> {
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pub ghost_type: GhostType,
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/// Reference to Pac-Man for targeting
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pub pacman: std::rc::Rc<std::cell::RefCell<Pacman<'a>>>,
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/// Ghost body sprite
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body_sprite: AnimatedAtlasTexture<'a>,
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/// Ghost eyes sprite
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eyes_sprite: AnimatedAtlasTexture<'a>,
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pub body_sprite: AnimatedAtlasTexture<'a>,
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pub eyes_sprite: AnimatedAtlasTexture<'a>,
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}
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impl Ghost<'_> {
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@@ -162,7 +160,6 @@ impl Ghost<'_> {
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/// Gets this ghost's chase mode target (to be implemented by each ghost type)
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fn get_chase_target(&self) -> (i32, i32) {
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// Default implementation just targets Pac-Man directly
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let pacman = self.pacman.borrow();
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let cell = pacman.base().cell_position;
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(cell.0 as i32, cell.1 as i32)
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@@ -170,7 +167,7 @@ impl Ghost<'_> {
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/// Calculates the path to the target tile using the A* algorithm.
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pub fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
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let start = self.base.cell_position;
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let start = self.base.base.cell_position;
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let map = self.base.map.borrow();
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dijkstra(
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@@ -229,14 +226,8 @@ impl Ghost<'_> {
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.set_direction_if_valid(self.base.direction.opposite());
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}
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}
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}
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impl Entity for Ghost<'_> {
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fn base(&self) -> &MovableEntity {
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&self.base
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}
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fn tick(&mut self) {
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pub fn tick(&mut self) {
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if self.mode == GhostMode::House {
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// For now, do nothing in the house
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return;
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@@ -253,7 +244,7 @@ impl Entity for Ghost<'_> {
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{
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if path.len() > 1 {
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let next_move = path[1];
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let (x, y) = self.base.cell_position;
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let (x, y) = self.base.base.cell_position;
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let dx = next_move.0 as i32 - x as i32;
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let dy = next_move.1 as i32 - y as i32;
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let new_direction = if dx > 0 {
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@@ -286,23 +277,35 @@ impl Entity for Ghost<'_> {
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}
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}
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impl<'a> Moving for Ghost<'a> {
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fn move_forward(&mut self) {
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self.base.move_forward();
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}
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fn update_cell_position(&mut self) {
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self.base.update_cell_position();
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}
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fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
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self.base.next_cell(direction)
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}
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fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
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self.base.is_wall_ahead(direction)
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}
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fn handle_tunnel(&mut self) -> bool {
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self.base.handle_tunnel()
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}
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fn is_grid_aligned(&self) -> bool {
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self.base.is_grid_aligned()
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}
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fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
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self.base.set_direction_if_valid(new_direction)
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}
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}
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impl Renderable for Ghost<'_> {
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fn render(&mut self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) {
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// Render body
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if self.mode != GhostMode::Eyes {
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let color = if self.mode == GhostMode::Frightened {
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sdl2::pixels::Color::RGB(0, 0, 255)
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} else {
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self.ghost_type.color()
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};
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self.body_sprite
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.set_color_modulation(color.r, color.g, color.b);
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self.body_sprite
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.render(canvas, self.base.pixel_position, Direction::Right, None);
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}
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// Always render eyes on top
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fn render(&self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) {
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let pos = self.base.base.pixel_position;
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self.body_sprite.render(canvas, pos, Direction::Right, None);
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// Inline the eye_frame logic here
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let eye_frame = if self.mode == GhostMode::Frightened {
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4 // Frightened frame
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} else {
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@@ -313,12 +316,7 @@ impl Renderable for Ghost<'_> {
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Direction::Down => 3,
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}
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};
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self.eyes_sprite.render(
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canvas,
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self.base.pixel_position,
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Direction::Right,
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Some(eye_frame),
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);
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self.eyes_sprite
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.render(canvas, pos, Direction::Right, Some(eye_frame));
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}
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}
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