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https://github.com/Xevion/Pac-Man.git
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refactor!: begin switching to bevy ECS, all tests broken, all systems broken
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@@ -1,115 +1,115 @@
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//! Pac-Man entity implementation.
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//!
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//! This module contains the main player character logic, including movement,
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//! animation, and rendering. Pac-Man moves through the game graph using
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//! a traverser and displays directional animated textures.
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// //! Pac-Man entity implementation.
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// //!
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// //! This module contains the main player character logic, including movement,
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// //! animation, and rendering. Pac-Man moves through the game graph using
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// //! a traverser and displays directional animated textures.
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use crate::entity::{
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collision::Collidable,
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direction::Direction,
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graph::{Edge, EdgePermissions, Graph, NodeId},
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r#trait::Entity,
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traversal::Traverser,
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};
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::directional::DirectionalAnimatedTexture;
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use crate::texture::sprite::SpriteAtlas;
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use tracing::error;
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// use crate::entity::{
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// collision::Collidable,
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// direction::Direction,
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// graph::{Edge, EdgePermissions, Graph, NodeId},
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// r#trait::Entity,
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// traversal::Traverser,
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// };
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// use crate::texture::animated::AnimatedTexture;
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// use crate::texture::directional::DirectionalAnimatedTexture;
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// use crate::texture::sprite::SpriteAtlas;
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// use tracing::error;
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use crate::error::{GameError, GameResult, TextureError};
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// use crate::error::{GameError, GameResult, TextureError};
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/// Determines if Pac-Man can traverse a given edge.
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///
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/// Pac-Man can only move through edges that allow all entities.
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fn can_pacman_traverse(edge: Edge) -> bool {
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matches!(edge.permissions, EdgePermissions::All)
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}
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// /// Determines if Pac-Man can traverse a given edge.
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// ///
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// /// Pac-Man can only move through edges that allow all entities.
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// fn can_pacman_traverse(edge: Edge) -> bool {
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// matches!(edge.permissions, EdgePermissions::All)
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// }
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/// The main player character entity.
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///
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/// Pac-Man moves through the game world using a graph-based navigation system
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/// and displays directional animated sprites based on movement state.
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pub struct Pacman {
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/// Handles movement through the game graph
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pub traverser: Traverser,
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/// Manages directional animated textures for different movement states
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texture: DirectionalAnimatedTexture,
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}
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// /// The main player character entity.
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// ///
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// /// Pac-Man moves through the game world using a graph-based navigation system
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// /// and displays directional animated sprites based on movement state.
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// pub struct Pacman {
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// /// Handles movement through the game graph
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// pub traverser: Traverser,
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// /// Manages directional animated textures for different movement states
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// texture: DirectionalAnimatedTexture,
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// }
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impl Entity for Pacman {
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fn traverser(&self) -> &Traverser {
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&self.traverser
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}
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// impl Entity for Pacman {
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// fn traverser(&self) -> &Traverser {
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// &self.traverser
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// }
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fn traverser_mut(&mut self) -> &mut Traverser {
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&mut self.traverser
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}
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// fn traverser_mut(&mut self) -> &mut Traverser {
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// &mut self.traverser
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// }
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fn texture(&self) -> &DirectionalAnimatedTexture {
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&self.texture
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}
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// fn texture(&self) -> &DirectionalAnimatedTexture {
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// &self.texture
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// }
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fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
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&mut self.texture
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}
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// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
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// &mut self.texture
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// }
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fn speed(&self) -> f32 {
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1.125
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}
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// fn speed(&self) -> f32 {
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// 1.125
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// }
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fn can_traverse(&self, edge: Edge) -> bool {
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can_pacman_traverse(edge)
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}
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// fn can_traverse(&self, edge: Edge) -> bool {
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// can_pacman_traverse(edge)
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// }
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fn tick(&mut self, dt: f32, graph: &Graph) {
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if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
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error!("Pac-Man movement error: {}", e);
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}
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self.texture.tick(dt);
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}
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}
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// fn tick(&mut self, dt: f32, graph: &Graph) {
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// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
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// error!("Pac-Man movement error: {}", e);
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// }
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// self.texture.tick(dt);
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// }
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// }
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impl Pacman {
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/// Creates a new Pac-Man instance at the specified starting node.
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///
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/// Sets up animated textures for all four directions with moving and stopped states.
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/// The moving animation cycles through open mouth, closed mouth, and full sprites.
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pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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// impl Pacman {
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// /// Creates a new Pac-Man instance at the specified starting node.
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// ///
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// /// Sets up animated textures for all four directions with moving and stopped states.
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// /// The moving animation cycles through open mouth, closed mouth, and full sprites.
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// pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
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// let mut textures = [None, None, None, None];
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// let mut stopped_textures = [None, None, None, None];
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for direction in Direction::DIRECTIONS {
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let moving_prefix = match direction {
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Direction::Up => "pacman/up",
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Direction::Down => "pacman/down",
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Direction::Left => "pacman/left",
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Direction::Right => "pacman/right",
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};
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let moving_tiles = vec![
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SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
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SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
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SpriteAtlas::get_tile(atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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// for direction in Direction::DIRECTIONS {
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// let moving_prefix = match direction {
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// Direction::Up => "pacman/up",
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// Direction::Down => "pacman/down",
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// Direction::Left => "pacman/left",
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// Direction::Right => "pacman/right",
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// };
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// let moving_tiles = vec![
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// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
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// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
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// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
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// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
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// SpriteAtlas::get_tile(atlas, "pacman/full.png")
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// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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// ];
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let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
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// let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
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// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
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stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
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}
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// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
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// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
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// }
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Ok(Self {
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traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
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texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
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})
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}
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}
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// Ok(Self {
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// traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
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// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
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// })
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// }
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// }
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impl Collidable for Pacman {
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fn position(&self) -> crate::entity::traversal::Position {
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self.traverser.position
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}
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}
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// impl Collidable for Pacman {
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// fn position(&self) -> crate::entity::traversal::Position {
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// self.traverser.position
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// }
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// }
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