mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 08:07:56 -06:00
chore: remove unused code
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@@ -1,6 +1,5 @@
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use std::time::{Duration, Instant};
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use glam::Vec2;
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use sdl2::render::TextureCreator;
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use sdl2::ttf::Sdl2TtfContext;
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use sdl2::video::WindowContext;
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@@ -21,7 +20,6 @@ pub struct App {
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pub game: Game,
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last_tick: Instant,
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focused: bool,
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_cursor_pos: Vec2,
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}
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impl App {
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@@ -81,7 +79,6 @@ impl App {
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game,
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focused: true,
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last_tick: Instant::now(),
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_cursor_pos: Vec2::ZERO,
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})
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}
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144
src/game.rs
144
src/game.rs
@@ -445,112 +445,6 @@ impl Game {
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state.exit
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}
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// fn check_collisions(&mut self) {
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// // Check Pac-Man vs Items
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// let potential_collisions = self
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// .state
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// .collision_system
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// .potential_collisions(&self.state.pacman.position());
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// for entity_id in potential_collisions {
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// if entity_id != self.state.pacman_id {
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// // Check if this is an item collision
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// if let Some(item_index) = self.find_item_by_id(entity_id) {
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// let item = &mut self.state.items[item_index];
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// if !item.is_collected() {
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// item.collect();
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// self.state.score += item.get_score();
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// self.state.audio.eat();
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// // Handle energizer effects
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// if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
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// // TODO: Make ghosts frightened
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// tracing::info!("Energizer collected! Ghosts should become frightened.");
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// }
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// }
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// }
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// // Check if this is a ghost collision
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// if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
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// // TODO: Handle Pac-Man being eaten by ghost
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// tracing::info!("Pac-Man collided with ghost!");
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// }
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// }
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// }
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// }
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// fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
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// self.state.item_ids.iter().position(|&id| id == entity_id)
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// }
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// fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
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// self.state.ghost_ids.iter().position(|&id| id == entity_id)
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// }
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// pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
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// // Only render the map texture once and cache it
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// if !self.state.map_rendered {
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// let mut map_texture = self
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// .state
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// .texture_creator
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// .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
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// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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// canvas
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// .with_texture_canvas(&mut map_texture, |map_canvas| {
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// let mut map_tiles = Vec::with_capacity(35);
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// for i in 0..35 {
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// let tile_name = format!("maze/tiles/{}.png", i);
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// let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
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// map_tiles.push(tile);
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// }
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// MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
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// })
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// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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// self.state.map_texture = Some(map_texture);
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// self.state.map_rendered = true;
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// }
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// canvas.set_draw_color(Color::BLACK);
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// canvas.clear();
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// if let Some(ref map_texture) = self.state.map_texture {
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// canvas.copy(map_texture, None, None).unwrap();
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// }
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// // Render all items
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// for item in &self.state.items {
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// if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
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// tracing::error!("Failed to render item: {}", e);
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// }
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// }
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// // Render all ghosts
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// for ghost in &self.state.ghosts {
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// if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
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// tracing::error!("Failed to render ghost: {}", e);
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// }
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// }
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// if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
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// tracing::error!("Failed to render pacman: {}", e);
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// }
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// if self.state.debug_mode {
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// if let Err(e) =
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// self.state
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// .map
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// .debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
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// {
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// tracing::error!("Failed to render debug cursor: {}", e);
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// }
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// self.render_pathfinding_debug(canvas)?;
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// }
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// self.draw_hud(canvas)?;
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// canvas.present();
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// Ok(())
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// }
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// /// Renders pathfinding debug lines from each ghost to Pac-Man.
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// ///
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// /// Each ghost's path is drawn in its respective color with a small offset
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@@ -614,42 +508,4 @@ impl Game {
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// Ok(())
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// }
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// fn draw_hud<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
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// let lives = 3;
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// let score_text = format!("{:02}", self.state.score);
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// let x_offset = 4;
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// let y_offset = 2;
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// let lives_offset = 3;
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// let score_offset = 7 - (score_text.len() as i32);
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// self.state.text_texture.set_scale(1.0);
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// if let Err(e) = self.state.text_texture.render(
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// canvas,
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// &mut self.state.atlas,
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// &format!("{lives}UP HIGH SCORE "),
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// glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
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// ) {
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// tracing::error!("Failed to render HUD text: {}", e);
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// }
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// if let Err(e) = self.state.text_texture.render(
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// canvas,
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// &mut self.state.atlas,
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// &score_text,
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// glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
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// ) {
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// tracing::error!("Failed to render score text: {}", e);
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// }
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// // Display FPS information in top-left corner
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// // let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
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// // self.render_text_on(
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// // canvas,
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// // &*texture_creator,
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// // &fps_text,
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// // IVec2::new(10, 10),
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// // Color::RGB(255, 255, 0), // Yellow color for FPS display
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// // );
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// Ok(())
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// }
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}
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