diff --git a/src/app.rs b/src/app.rs index 527222a..46e383b 100644 --- a/src/app.rs +++ b/src/app.rs @@ -1,6 +1,5 @@ use std::time::{Duration, Instant}; -use glam::Vec2; use sdl2::render::TextureCreator; use sdl2::ttf::Sdl2TtfContext; use sdl2::video::WindowContext; @@ -21,7 +20,6 @@ pub struct App { pub game: Game, last_tick: Instant, focused: bool, - _cursor_pos: Vec2, } impl App { @@ -81,7 +79,6 @@ impl App { game, focused: true, last_tick: Instant::now(), - _cursor_pos: Vec2::ZERO, }) } diff --git a/src/game.rs b/src/game.rs index 56208f8..2b37d85 100644 --- a/src/game.rs +++ b/src/game.rs @@ -445,112 +445,6 @@ impl Game { state.exit } - // fn check_collisions(&mut self) { - // // Check Pac-Man vs Items - // let potential_collisions = self - // .state - // .collision_system - // .potential_collisions(&self.state.pacman.position()); - - // for entity_id in potential_collisions { - // if entity_id != self.state.pacman_id { - // // Check if this is an item collision - // if let Some(item_index) = self.find_item_by_id(entity_id) { - // let item = &mut self.state.items[item_index]; - // if !item.is_collected() { - // item.collect(); - // self.state.score += item.get_score(); - // self.state.audio.eat(); - - // // Handle energizer effects - // if matches!(item.item_type, crate::entity::item::ItemType::Energizer) { - // // TODO: Make ghosts frightened - // tracing::info!("Energizer collected! Ghosts should become frightened."); - // } - // } - // } - - // // Check if this is a ghost collision - // if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) { - // // TODO: Handle Pac-Man being eaten by ghost - // tracing::info!("Pac-Man collided with ghost!"); - // } - // } - // } - // } - - // fn find_item_by_id(&self, entity_id: EntityId) -> Option { - // self.state.item_ids.iter().position(|&id| id == entity_id) - // } - - // fn find_ghost_by_id(&self, entity_id: EntityId) -> Option { - // self.state.ghost_ids.iter().position(|&id| id == entity_id) - // } - - // pub fn draw(&mut self, canvas: &mut Canvas, backbuffer: &mut Texture) -> GameResult<()> { - // // Only render the map texture once and cache it - // if !self.state.map_rendered { - // let mut map_texture = self - // .state - // .texture_creator - // .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y) - // .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?; - - // canvas - // .with_texture_canvas(&mut map_texture, |map_canvas| { - // let mut map_tiles = Vec::with_capacity(35); - // for i in 0..35 { - // let tile_name = format!("maze/tiles/{}.png", i); - // let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap(); - // map_tiles.push(tile); - // } - // MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles); - // }) - // .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?; - // self.state.map_texture = Some(map_texture); - // self.state.map_rendered = true; - // } - - // canvas.set_draw_color(Color::BLACK); - // canvas.clear(); - // if let Some(ref map_texture) = self.state.map_texture { - // canvas.copy(map_texture, None, None).unwrap(); - // } - - // // Render all items - // for item in &self.state.items { - // if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) { - // tracing::error!("Failed to render item: {}", e); - // } - // } - - // // Render all ghosts - // for ghost in &self.state.ghosts { - // if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) { - // tracing::error!("Failed to render ghost: {}", e); - // } - // } - - // if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) { - // tracing::error!("Failed to render pacman: {}", e); - // } - - // if self.state.debug_mode { - // if let Err(e) = - // self.state - // .map - // .debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos) - // { - // tracing::error!("Failed to render debug cursor: {}", e); - // } - // self.render_pathfinding_debug(canvas)?; - // } - // self.draw_hud(canvas)?; - // canvas.present(); - - // Ok(()) - // } - // /// Renders pathfinding debug lines from each ghost to Pac-Man. // /// // /// Each ghost's path is drawn in its respective color with a small offset @@ -614,42 +508,4 @@ impl Game { // Ok(()) // } - - // fn draw_hud(&mut self, canvas: &mut Canvas) -> GameResult<()> { - // let lives = 3; - // let score_text = format!("{:02}", self.state.score); - // let x_offset = 4; - // let y_offset = 2; - // let lives_offset = 3; - // let score_offset = 7 - (score_text.len() as i32); - // self.state.text_texture.set_scale(1.0); - // if let Err(e) = self.state.text_texture.render( - // canvas, - // &mut self.state.atlas, - // &format!("{lives}UP HIGH SCORE "), - // glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset), - // ) { - // tracing::error!("Failed to render HUD text: {}", e); - // } - // if let Err(e) = self.state.text_texture.render( - // canvas, - // &mut self.state.atlas, - // &score_text, - // glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset), - // ) { - // tracing::error!("Failed to render score text: {}", e); - // } - - // // Display FPS information in top-left corner - // // let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s); - // // self.render_text_on( - // // canvas, - // // &*texture_creator, - // // &fps_text, - // // IVec2::new(10, 10), - // // Color::RGB(255, 255, 0), // Yellow color for FPS display - // // ); - - // Ok(()) - // } }