feat: setup dying sprites with sprite validation tests

This commit is contained in:
Ryan Walters
2025-09-06 10:38:49 -05:00
parent 9633611ae8
commit 9c274de901
2 changed files with 118 additions and 38 deletions

View File

@@ -15,6 +15,8 @@ pub enum PacmanSprite {
Moving(Direction, u8),
/// The full, closed-mouth Pac-Man sprite.
Full,
/// A single frame of the dying animation.
Dying(u8),
}
/// Represents the color of a frightened ghost.
@@ -60,45 +62,50 @@ impl GameSprite {
/// This path corresponds to the filename in the texture atlas JSON file.
pub fn to_path(self) -> String {
match self {
GameSprite::Pacman(sprite) => match sprite {
PacmanSprite::Moving(dir, frame) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
format!("pacman/{}_{}.png", dir.as_ref().to_lowercase(), frame_char)
GameSprite::Pacman(PacmanSprite::Moving(dir, frame)) => format!(
"pacman/{}_{}.png",
dir.as_ref(),
match frame {
0 => "a",
1 => "b",
_ => panic!("Invalid animation frame"),
}
PacmanSprite::Full => "pacman/full.png".to_string(),
},
GameSprite::Ghost(sprite) => match sprite {
GhostSprite::Normal(ghost, dir, frame) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
format!("ghost/{}/{}_{}.png", ghost.as_str(), dir.as_ref().to_lowercase(), frame_char)
}
GhostSprite::Frightened(color, frame) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
let color_str = match color {
FrightenedColor::Blue => "blue",
FrightenedColor::White => "white",
};
format!("ghost/frightened/{}_{}.png", color_str, frame_char)
}
GhostSprite::Eyes(dir) => format!("ghost/eyes/{}.png", dir.as_ref().to_lowercase()),
},
GameSprite::Maze(sprite) => match sprite {
MazeSprite::Tile(index) => format!("maze/tiles/{}.png", index),
MazeSprite::Pellet => "maze/pellet.png".to_string(),
MazeSprite::Energizer => "maze/energizer.png".to_string(),
},
),
GameSprite::Pacman(PacmanSprite::Full) => "pacman/full.png".to_string(),
GameSprite::Pacman(PacmanSprite::Dying(frame)) => format!("pacman/death/{}.png", frame),
// Ghost sprites
GameSprite::Ghost(GhostSprite::Normal(ghost_type, dir, frame)) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
dir.as_ref().to_lowercase(),
frame_char
)
}
GameSprite::Ghost(GhostSprite::Frightened(color, frame)) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
let color_str = match color {
FrightenedColor::Blue => "blue",
FrightenedColor::White => "white",
};
format!("ghost/frightened/{}_{}.png", color_str, frame_char)
}
GameSprite::Ghost(GhostSprite::Eyes(dir)) => format!("ghost/eyes/{}.png", dir.as_ref().to_lowercase()),
// Maze sprites
GameSprite::Maze(MazeSprite::Tile(index)) => format!("maze/tiles/{}.png", index),
GameSprite::Maze(MazeSprite::Pellet) => "maze/pellet.png".to_string(),
GameSprite::Maze(MazeSprite::Energizer) => "maze/energizer.png".to_string(),
}
}
}