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
This commit is contained in:
2025-08-12 14:40:48 -05:00
parent c489f32908
commit c1c5dae6f2
21 changed files with 577 additions and 591 deletions

View File

@@ -1,7 +1,7 @@
use crate::{
constants,
entity::{collision::Collidable, graph::Graph},
error::EntityError,
error::{EntityError, GameResult},
texture::sprite::{Sprite, SpriteAtlas},
};
use sdl2::render::{Canvas, RenderTarget};
@@ -95,16 +95,18 @@ impl Item {
self.item_type.get_score()
}
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> anyhow::Result<()> {
if !self.collected {
let node = graph
.get_node(self.node_index)
.ok_or(EntityError::NodeNotFound(self.node_index))?;
let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
self.sprite.render(canvas, atlas, position)
} else {
Ok(())
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
if self.collected {
return Ok(());
}
let node = graph
.get_node(self.node_index)
.ok_or(EntityError::NodeNotFound(self.node_index))?;
let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
self.sprite.render(canvas, atlas, position)?;
Ok(())
}
}