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https://github.com/Xevion/Pac-Man.git
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refactor: move direction & edible into entity submodule
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83
src/entity/edible.rs
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83
src/entity/edible.rs
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//! Edible entity for Pac-Man: pellets, power pellets, and fruits.
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use crate::constants::{FruitType, MapTile, BOARD_HEIGHT, BOARD_WIDTH};
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use crate::entity::direction::Direction;
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use crate::entity::{Entity, Renderable, StaticEntity};
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use crate::map::Map;
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use crate::texture::atlas::AtlasTexture;
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use crate::texture::FrameDrawn;
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use glam::{IVec2, UVec2};
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use sdl2::{render::Canvas, video::Window};
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use std::cell::RefCell;
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use std::rc::Rc;
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum EdibleKind {
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Pellet,
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PowerPellet,
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Fruit(FruitType),
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}
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pub struct Edible<'a> {
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pub base: StaticEntity,
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pub kind: EdibleKind,
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pub sprite: Rc<AtlasTexture<'a>>,
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}
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impl<'a> Edible<'a> {
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pub fn new(kind: EdibleKind, cell_position: UVec2, sprite: Rc<AtlasTexture<'a>>) -> Self {
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let pixel_position = Map::cell_to_pixel(cell_position);
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Edible {
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base: StaticEntity::new(pixel_position, cell_position),
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kind,
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sprite,
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}
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}
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/// Checks collision with Pac-Man (or any entity)
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pub fn collide(&self, pacman: &dyn Entity) -> bool {
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self.base.is_colliding(pacman)
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}
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}
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impl<'a> Entity for Edible<'a> {
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fn base(&self) -> &StaticEntity {
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&self.base
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}
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}
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impl<'a> Renderable for Edible<'a> {
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fn render(&self, canvas: &mut Canvas<Window>) {
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let pos = self.base.pixel_position;
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self.sprite.render(canvas, (pos.x, pos.y), Direction::Right, Some(0));
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}
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}
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/// Reconstruct all edibles from the original map layout
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pub fn reconstruct_edibles<'a>(
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map: Rc<RefCell<Map>>,
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pellet_sprite: Rc<AtlasTexture<'a>>,
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power_pellet_sprite: Rc<AtlasTexture<'a>>,
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_fruit_sprite: Rc<AtlasTexture<'a>>,
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) -> Vec<Edible<'a>> {
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let mut edibles = Vec::new();
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for x in 0..BOARD_WIDTH {
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for y in 0..BOARD_HEIGHT {
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let tile = map.borrow().get_tile(IVec2::new(x as i32, y as i32));
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match tile {
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Some(MapTile::Pellet) => {
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edibles.push(Edible::new(EdibleKind::Pellet, UVec2::new(x, y), Rc::clone(&pellet_sprite)));
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}
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Some(MapTile::PowerPellet) => {
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edibles.push(Edible::new(
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EdibleKind::PowerPellet,
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UVec2::new(x, y),
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Rc::clone(&power_pellet_sprite),
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));
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}
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// Fruits can be added here if you have fruit positions
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_ => {}
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}
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}
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}
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edibles
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}
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