mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-18 02:12:37 -06:00
refactor: huge refactor into atlas-based resources
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@@ -1,13 +1,12 @@
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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::constants::{FruitType, MapTile, BOARD_CELL_SIZE};
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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::animated::AnimatedTexture;
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use crate::texture::blinking::BlinkingTexture;
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use crate::texture::FrameDrawn;
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use anyhow::Result;
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use glam::{IVec2, UVec2};
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use sdl2::{render::Canvas, video::Window};
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use sdl2::render::WindowCanvas;
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use std::cell::RefCell;
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use std::rc::Rc;
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@@ -19,8 +18,8 @@ pub enum EdibleKind {
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}
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pub enum EdibleSprite {
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Pellet(Rc<Box<dyn FrameDrawn>>),
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PowerPellet(Rc<RefCell<BlinkingTexture>>),
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Pellet(AnimatedTexture),
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PowerPellet(BlinkingTexture),
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}
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pub struct Edible {
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@@ -30,7 +29,7 @@ pub struct Edible {
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}
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impl Edible {
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pub fn new_pellet(cell_position: UVec2, sprite: Rc<Box<dyn FrameDrawn>>) -> Self {
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pub fn new_pellet(cell_position: UVec2, sprite: AnimatedTexture) -> 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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@@ -38,7 +37,7 @@ impl Edible {
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sprite: EdibleSprite::Pellet(sprite),
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}
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}
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pub fn new_power_pellet(cell_position: UVec2, sprite: Rc<RefCell<BlinkingTexture>>) -> Self {
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pub fn new_power_pellet(cell_position: UVec2, sprite: BlinkingTexture) -> 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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@@ -49,7 +48,7 @@ impl Edible {
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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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self.base.cell_position == pacman.base().cell_position
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}
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}
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@@ -60,11 +59,26 @@ impl Entity for Edible {
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}
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impl Renderable for Edible {
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fn render(&self, canvas: &mut Canvas<Window>) {
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fn render(&mut self, canvas: &mut WindowCanvas) -> Result<()> {
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let pos = self.base.pixel_position;
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let dest = match &self.sprite {
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EdibleSprite::Pellet(sprite) => {
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let tile = sprite.current_tile();
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let x = pos.x + ((crate::constants::CELL_SIZE as i32 - tile.size.x as i32) / 2);
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let y = pos.y + ((crate::constants::CELL_SIZE as i32 - tile.size.y as i32) / 2);
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sdl2::rect::Rect::new(x, y, tile.size.x as u32, tile.size.y as u32)
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}
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EdibleSprite::PowerPellet(sprite) => {
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let tile = sprite.animation.current_tile();
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let x = pos.x + ((crate::constants::CELL_SIZE as i32 - tile.size.x as i32) / 2);
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let y = pos.y + ((crate::constants::CELL_SIZE as i32 - tile.size.y as i32) / 2);
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sdl2::rect::Rect::new(x, y, tile.size.x as u32, tile.size.y as u32)
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}
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};
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match &self.sprite {
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EdibleSprite::Pellet(sprite) => sprite.render(canvas, pos, Direction::Right, Some(0)),
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EdibleSprite::PowerPellet(sprite) => sprite.borrow().render(canvas, pos, Direction::Right, Some(0)),
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EdibleSprite::Pellet(sprite) => sprite.render(canvas, dest),
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EdibleSprite::PowerPellet(sprite) => sprite.render(canvas, dest),
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}
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}
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}
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@@ -72,20 +86,20 @@ impl Renderable for Edible {
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/// Reconstruct all edibles from the original map layout
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pub fn reconstruct_edibles(
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map: Rc<RefCell<Map>>,
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pellet_sprite: Rc<Box<dyn FrameDrawn>>,
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power_pellet_sprite: Rc<RefCell<BlinkingTexture>>,
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_fruit_sprite: Rc<Box<dyn FrameDrawn>>,
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pellet_sprite: AnimatedTexture,
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power_pellet_sprite: BlinkingTexture,
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_fruit_sprite: AnimatedTexture,
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) -> Vec<Edible> {
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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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for x in 0..BOARD_CELL_SIZE.x {
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for y in 0..BOARD_CELL_SIZE.y {
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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_pellet(UVec2::new(x, y), Rc::clone(&pellet_sprite)));
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edibles.push(Edible::new_pellet(UVec2::new(x, y), pellet_sprite.clone()));
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}
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Some(MapTile::PowerPellet) => {
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edibles.push(Edible::new_power_pellet(UVec2::new(x, y), Rc::clone(&power_pellet_sprite)));
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edibles.push(Edible::new_power_pellet(UVec2::new(x, y), power_pellet_sprite.clone()));
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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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