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https://github.com/Xevion/Pac-Man.git
synced 2025-12-17 08:12:36 -06:00
refactor: restructure game logic and state management into separate modules
- Moved game logic from `game.rs` to `game/mod.rs` and `game/state.rs` for better organization. - Updated `App` to utilize the new `Game` struct and its state management. - Refactored error handling - Removed unused audio subsystem references
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@@ -1,7 +1,7 @@
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use crate::{
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constants,
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entity::{collision::Collidable, graph::Graph},
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error::EntityError,
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error::{EntityError, GameResult},
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texture::sprite::{Sprite, SpriteAtlas},
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};
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use sdl2::render::{Canvas, RenderTarget};
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@@ -95,16 +95,18 @@ impl Item {
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self.item_type.get_score()
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}
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> anyhow::Result<()> {
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if !self.collected {
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let node = graph
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.get_node(self.node_index)
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.ok_or(EntityError::NodeNotFound(self.node_index))?;
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let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
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self.sprite.render(canvas, atlas, position)
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} else {
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Ok(())
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
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if self.collected {
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return Ok(());
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}
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let node = graph
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.get_node(self.node_index)
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.ok_or(EntityError::NodeNotFound(self.node_index))?;
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let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
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self.sprite.render(canvas, atlas, position)?;
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Ok(())
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}
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}
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