mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-07 03:15:49 -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
This commit is contained in:
@@ -30,9 +30,9 @@ impl App {
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let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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let video_subsystem: &'static VideoSubsystem =
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let video_subsystem: &'static VideoSubsystem =
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Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?));
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Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?));
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let audio_subsystem: &'static AudioSubsystem =
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let _audio_subsystem: &'static AudioSubsystem =
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Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?));
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Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?));
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let ttf_context: &'static Sdl2TtfContext =
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let _ttf_context: &'static Sdl2TtfContext =
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Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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let event_pump: &'static mut EventPump =
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let event_pump: &'static mut EventPump =
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Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
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Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
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@@ -58,7 +58,7 @@ impl App {
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let texture_creator: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
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let texture_creator: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
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let mut game = Game::new(texture_creator, ttf_context, audio_subsystem)?;
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let mut game = Game::new(texture_creator)?;
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// game.audio.set_mute(cfg!(debug_assertions));
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// game.audio.set_mute(cfg!(debug_assertions));
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let mut backbuffer = texture_creator
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let mut backbuffer = texture_creator
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@@ -119,7 +119,7 @@ impl App {
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keycode: Some(Keycode::Space),
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keycode: Some(Keycode::Space),
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..
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..
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} => {
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} => {
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self.game.debug_mode = !self.game.debug_mode;
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self.game.toggle_debug_mode();
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}
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}
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Event::KeyDown { keycode: Some(key), .. } => {
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Event::KeyDown { keycode: Some(key), .. } => {
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self.game.keyboard_event(key);
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self.game.keyboard_event(key);
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13
src/asset.rs
13
src/asset.rs
@@ -3,18 +3,6 @@
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//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
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//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
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use std::borrow::Cow;
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use std::borrow::Cow;
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use std::io;
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use thiserror::Error;
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#[derive(Error, Debug)]
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pub enum AssetError {
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#[error("IO error: {0}")]
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Io(#[from] io::Error),
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#[error("Asset not found: {0}")]
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NotFound(String),
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#[error("Invalid asset format: {0}")]
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InvalidFormat(String),
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum Asset {
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pub enum Asset {
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@@ -44,6 +32,7 @@ impl Asset {
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mod imp {
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mod imp {
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use super::*;
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use super::*;
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use crate::error::AssetError;
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use crate::platform::get_platform;
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use crate::platform::get_platform;
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pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
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pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
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@@ -164,10 +164,8 @@ impl Ghost {
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})?,
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})?,
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];
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];
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textures[direction.as_usize()] =
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
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Some(AnimatedTexture::new(moving_tiles, 0.2).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
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stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
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stopped_textures[direction.as_usize()] =
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Some(AnimatedTexture::new(stopped_tiles, 0.1).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
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}
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}
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Ok(Self {
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Ok(Self {
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@@ -1,7 +1,7 @@
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use crate::{
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use crate::{
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constants,
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constants,
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entity::{collision::Collidable, graph::Graph},
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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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texture::sprite::{Sprite, SpriteAtlas},
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};
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};
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use sdl2::render::{Canvas, RenderTarget};
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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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self.item_type.get_score()
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}
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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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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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if self.collected {
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let node = graph
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return Ok(());
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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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}
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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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}
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}
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@@ -98,10 +98,8 @@ impl Pacman {
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let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &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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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
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textures[direction.as_usize()] =
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
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Some(AnimatedTexture::new(moving_tiles, 0.08).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
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stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
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stopped_textures[direction.as_usize()] =
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Some(AnimatedTexture::new(stopped_tiles, 0.1).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
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}
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}
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Ok(Self {
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Ok(Self {
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57
src/error.rs
57
src/error.rs
@@ -3,22 +3,22 @@
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//! This module defines all error types used throughout the application,
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//! This module defines all error types used throughout the application,
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//! providing a consistent error handling approach.
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//! providing a consistent error handling approach.
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use thiserror::Error;
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use std::io;
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/// Main error type for the Pac-Man game.
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/// Main error type for the Pac-Man game.
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///
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///
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/// This is the primary error type that should be used in public APIs.
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/// This is the primary error type that should be used in public APIs.
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/// It can represent any error that can occur during game operation.
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/// It can represent any error that can occur during game operation.
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#[derive(Error, Debug)]
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#[derive(thiserror::Error, Debug)]
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pub enum GameError {
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pub enum GameError {
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#[error("Asset error: {0}")]
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#[error("Asset error: {0}")]
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Asset(#[from] crate::asset::AssetError),
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Asset(#[from] AssetError),
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#[error("Platform error: {0}")]
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#[error("Platform error: {0}")]
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Platform(#[from] crate::platform::PlatformError),
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Platform(#[from] PlatformError),
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#[error("Map parsing error: {0}")]
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#[error("Map parsing error: {0}")]
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MapParse(#[from] crate::map::parser::ParseError),
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MapParse(#[from] ParseError),
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#[error("Map error: {0}")]
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#[error("Map error: {0}")]
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Map(#[from] MapError),
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Map(#[from] MapError),
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@@ -36,26 +36,49 @@ pub enum GameError {
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Sdl(String),
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Sdl(String),
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#[error("IO error: {0}")]
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#[error("IO error: {0}")]
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Io(#[from] std::io::Error),
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Io(#[from] io::Error),
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#[error("Serialization error: {0}")]
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#[error("Serialization error: {0}")]
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Serialization(#[from] serde_json::Error),
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Serialization(#[from] serde_json::Error),
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#[error("Invalid state: {0}")]
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#[error("Invalid state: {0}")]
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InvalidState(String),
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InvalidState(String),
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}
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#[error("Resource not found: {0}")]
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#[derive(thiserror::Error, Debug)]
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pub enum AssetError {
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#[error("IO error: {0}")]
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Io(#[from] io::Error),
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#[error("Asset not found: {0}")]
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NotFound(String),
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NotFound(String),
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}
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#[error("Configuration error: {0}")]
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/// Platform-specific errors.
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Config(String),
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#[derive(thiserror::Error, Debug)]
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#[allow(dead_code)]
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pub enum PlatformError {
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#[error("Console initialization failed: {0}")]
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ConsoleInit(String),
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#[error("Platform-specific error: {0}")]
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Other(String),
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}
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/// Error type for map parsing operations.
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#[derive(thiserror::Error, Debug)]
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pub enum ParseError {
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#[error("Unknown character in board: {0}")]
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UnknownCharacter(char),
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#[error("House door must have exactly 2 positions, found {0}")]
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InvalidHouseDoorCount(usize),
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#[error("Map parsing failed: {0}")]
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ParseFailed(String),
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}
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}
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|
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/// Errors related to texture operations.
|
/// Errors related to texture operations.
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#[derive(Error, Debug)]
|
#[derive(thiserror::Error, Debug)]
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pub enum TextureError {
|
pub enum TextureError {
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#[error("Animated texture error: {0}")]
|
#[error("Animated texture error: {0}")]
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Animated(#[from] crate::texture::animated::AnimatedTextureError),
|
Animated(#[from] AnimatedTextureError),
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|
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#[error("Failed to load texture: {0}")]
|
#[error("Failed to load texture: {0}")]
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LoadFailed(String),
|
LoadFailed(String),
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@@ -70,8 +93,14 @@ pub enum TextureError {
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RenderFailed(String),
|
RenderFailed(String),
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}
|
}
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|
|
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|
#[derive(thiserror::Error, Debug)]
|
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|
pub enum AnimatedTextureError {
|
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|
#[error("Frame duration must be positive, got {0}")]
|
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|
InvalidFrameDuration(f32),
|
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|
}
|
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|
|
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/// Errors related to entity operations.
|
/// Errors related to entity operations.
|
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#[derive(Error, Debug)]
|
#[derive(thiserror::Error, Debug)]
|
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pub enum EntityError {
|
pub enum EntityError {
|
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#[error("Node not found in graph: {0}")]
|
#[error("Node not found in graph: {0}")]
|
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NodeNotFound(usize),
|
NodeNotFound(usize),
|
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@@ -87,11 +116,11 @@ pub enum EntityError {
|
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}
|
}
|
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|
|
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/// Errors related to game state operations.
|
/// Errors related to game state operations.
|
||||||
#[derive(Error, Debug)]
|
#[derive(thiserror::Error, Debug)]
|
||||||
pub enum GameStateError {}
|
pub enum GameStateError {}
|
||||||
|
|
||||||
/// Errors related to map operations.
|
/// Errors related to map operations.
|
||||||
#[derive(Error, Debug)]
|
#[derive(thiserror::Error, Debug)]
|
||||||
pub enum MapError {
|
pub enum MapError {
|
||||||
#[error("Node not found: {0}")]
|
#[error("Node not found: {0}")]
|
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NodeNotFound(usize),
|
NodeNotFound(usize),
|
||||||
|
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435
src/game.rs
435
src/game.rs
@@ -1,435 +0,0 @@
|
|||||||
//! This module contains the main game logic and state.
|
|
||||||
|
|
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use glam::{UVec2, Vec2};
|
|
||||||
use rand::{rngs::SmallRng, Rng, SeedableRng};
|
|
||||||
use sdl2::{
|
|
||||||
image::LoadTexture,
|
|
||||||
keyboard::Keycode,
|
|
||||||
pixels::Color,
|
|
||||||
render::{Canvas, RenderTarget, Texture, TextureCreator},
|
|
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video::WindowContext,
|
|
||||||
};
|
|
||||||
|
|
||||||
use crate::error::{EntityError, GameError, GameResult, TextureError};
|
|
||||||
|
|
||||||
use crate::{
|
|
||||||
asset::{get_asset_bytes, Asset},
|
|
||||||
audio::Audio,
|
|
||||||
constants::{CELL_SIZE, RAW_BOARD},
|
|
||||||
entity::{
|
|
||||||
collision::{Collidable, CollisionSystem, EntityId},
|
|
||||||
ghost::{Ghost, GhostType},
|
|
||||||
item::Item,
|
|
||||||
pacman::Pacman,
|
|
||||||
r#trait::Entity,
|
|
||||||
},
|
|
||||||
map::Map,
|
|
||||||
texture::{
|
|
||||||
sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
|
||||||
text::TextTexture,
|
|
||||||
},
|
|
||||||
};
|
|
||||||
|
|
||||||
/// The main game state.
|
|
||||||
///
|
|
||||||
/// Contains all the information necessary to run the game, including
|
|
||||||
/// the game state, rendering resources, and audio.
|
|
||||||
pub struct Game {
|
|
||||||
pub score: u32,
|
|
||||||
pub map: Map,
|
|
||||||
pub pacman: Pacman,
|
|
||||||
pub ghosts: Vec<Ghost>,
|
|
||||||
pub items: Vec<Item>,
|
|
||||||
pub debug_mode: bool,
|
|
||||||
|
|
||||||
// Collision system
|
|
||||||
collision_system: CollisionSystem,
|
|
||||||
pacman_id: EntityId,
|
|
||||||
ghost_ids: Vec<EntityId>,
|
|
||||||
item_ids: Vec<EntityId>,
|
|
||||||
|
|
||||||
// Rendering resources
|
|
||||||
atlas: SpriteAtlas,
|
|
||||||
map_texture: AtlasTile,
|
|
||||||
text_texture: TextTexture,
|
|
||||||
|
|
||||||
// Audio
|
|
||||||
pub audio: Audio,
|
|
||||||
}
|
|
||||||
|
|
||||||
impl Game {
|
|
||||||
pub fn new(
|
|
||||||
texture_creator: &'static TextureCreator<WindowContext>,
|
|
||||||
_ttf_context: &sdl2::ttf::Sdl2TtfContext,
|
|
||||||
_audio_subsystem: &sdl2::AudioSubsystem,
|
|
||||||
) -> GameResult<Game> {
|
|
||||||
let map = Map::new(RAW_BOARD)?;
|
|
||||||
|
|
||||||
let pacman_start_pos = map
|
|
||||||
.find_starting_position(0)
|
|
||||||
.ok_or_else(|| GameError::NotFound("Pac-Man starting position".to_string()))?;
|
|
||||||
let pacman_start_node = *map
|
|
||||||
.grid_to_node
|
|
||||||
.get(&glam::IVec2::new(pacman_start_pos.x as i32, pacman_start_pos.y as i32))
|
|
||||||
.ok_or_else(|| GameError::NotFound("Pac-Man starting position not found in graph".to_string()))?;
|
|
||||||
|
|
||||||
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
|
||||||
let atlas_texture = Box::leak(Box::new(texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
|
||||||
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
|
||||||
GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {e}")))
|
|
||||||
} else {
|
|
||||||
GameError::Texture(TextureError::LoadFailed(e.to_string()))
|
|
||||||
}
|
|
||||||
})?));
|
|
||||||
let atlas_json = get_asset_bytes(Asset::AtlasJson)?;
|
|
||||||
let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json)?;
|
|
||||||
let atlas = SpriteAtlas::new(unsafe { std::mem::transmute_copy(atlas_texture) }, atlas_mapper);
|
|
||||||
|
|
||||||
let mut map_texture = SpriteAtlas::get_tile(&atlas, "maze/full.png")
|
|
||||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/full.png".to_string())))?;
|
|
||||||
map_texture.color = Some(Color::RGB(0x20, 0x20, 0xf9));
|
|
||||||
|
|
||||||
let text_texture = TextTexture::new(1.0);
|
|
||||||
let audio = Audio::new();
|
|
||||||
let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas)?;
|
|
||||||
|
|
||||||
// Generate items (pellets and energizers)
|
|
||||||
let items = map.generate_items(&atlas)?;
|
|
||||||
|
|
||||||
// Create ghosts at random positions
|
|
||||||
let mut ghosts = Vec::new();
|
|
||||||
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
|
||||||
let mut rng = SmallRng::from_os_rng();
|
|
||||||
|
|
||||||
if map.graph.node_count() == 0 {
|
|
||||||
return Err(GameError::Config("Game map has no nodes - invalid configuration".to_string()));
|
|
||||||
// TODO: This is a bug, we should handle this better
|
|
||||||
}
|
|
||||||
|
|
||||||
for &ghost_type in &ghost_types {
|
|
||||||
// Find a random node for the ghost to start at
|
|
||||||
let random_node = rng.random_range(0..map.graph.node_count());
|
|
||||||
let ghost = Ghost::new(&map.graph, random_node, ghost_type, &atlas)?;
|
|
||||||
ghosts.push(ghost);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Initialize collision system
|
|
||||||
let mut collision_system = CollisionSystem::default();
|
|
||||||
|
|
||||||
// Register Pac-Man
|
|
||||||
let pacman_id = collision_system.register_entity(pacman.position());
|
|
||||||
|
|
||||||
// Register items
|
|
||||||
let mut item_ids = Vec::new();
|
|
||||||
for item in &items {
|
|
||||||
let item_id = collision_system.register_entity(item.position());
|
|
||||||
item_ids.push(item_id);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Register ghosts
|
|
||||||
let mut ghost_ids = Vec::new();
|
|
||||||
for ghost in &ghosts {
|
|
||||||
let ghost_id = collision_system.register_entity(ghost.position());
|
|
||||||
ghost_ids.push(ghost_id);
|
|
||||||
}
|
|
||||||
|
|
||||||
Ok(Game {
|
|
||||||
score: 0,
|
|
||||||
map,
|
|
||||||
pacman,
|
|
||||||
ghosts,
|
|
||||||
items,
|
|
||||||
debug_mode: false,
|
|
||||||
collision_system,
|
|
||||||
pacman_id,
|
|
||||||
ghost_ids,
|
|
||||||
item_ids,
|
|
||||||
map_texture,
|
|
||||||
text_texture,
|
|
||||||
audio,
|
|
||||||
atlas,
|
|
||||||
})
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn keyboard_event(&mut self, keycode: Keycode) {
|
|
||||||
self.pacman.handle_key(keycode);
|
|
||||||
|
|
||||||
if keycode == Keycode::M {
|
|
||||||
self.audio.set_mute(!self.audio.is_muted());
|
|
||||||
}
|
|
||||||
|
|
||||||
if keycode == Keycode::R {
|
|
||||||
if let Err(e) = self.reset_game_state() {
|
|
||||||
tracing::error!("Failed to reset game state: {}", e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Resets the game state, randomizing ghost positions and resetting Pac-Man
|
|
||||||
fn reset_game_state(&mut self) -> GameResult<()> {
|
|
||||||
// Reset Pac-Man to starting position
|
|
||||||
let pacman_start_pos = self
|
|
||||||
.map
|
|
||||||
.find_starting_position(0)
|
|
||||||
.ok_or_else(|| GameError::NotFound("Pac-Man starting position".to_string()))?;
|
|
||||||
let pacman_start_node = *self
|
|
||||||
.map
|
|
||||||
.grid_to_node
|
|
||||||
.get(&glam::IVec2::new(pacman_start_pos.x as i32, pacman_start_pos.y as i32))
|
|
||||||
.ok_or_else(|| GameError::NotFound("Pac-Man starting position not found in graph".to_string()))?;
|
|
||||||
|
|
||||||
self.pacman = Pacman::new(&self.map.graph, pacman_start_node, &self.atlas)?;
|
|
||||||
|
|
||||||
// Reset items
|
|
||||||
self.items = self.map.generate_items(&self.atlas)?;
|
|
||||||
|
|
||||||
// Randomize ghost positions
|
|
||||||
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
|
||||||
let mut rng = SmallRng::from_os_rng();
|
|
||||||
|
|
||||||
for (i, ghost) in self.ghosts.iter_mut().enumerate() {
|
|
||||||
let random_node = rng.random_range(0..self.map.graph.node_count());
|
|
||||||
*ghost = Ghost::new(&self.map.graph, random_node, ghost_types[i], &self.atlas)?;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reset collision system
|
|
||||||
self.collision_system = CollisionSystem::default();
|
|
||||||
|
|
||||||
// Re-register Pac-Man
|
|
||||||
self.pacman_id = self.collision_system.register_entity(self.pacman.position());
|
|
||||||
|
|
||||||
// Re-register items
|
|
||||||
self.item_ids.clear();
|
|
||||||
for item in &self.items {
|
|
||||||
let item_id = self.collision_system.register_entity(item.position());
|
|
||||||
self.item_ids.push(item_id);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Re-register ghosts
|
|
||||||
self.ghost_ids.clear();
|
|
||||||
for ghost in &self.ghosts {
|
|
||||||
let ghost_id = self.collision_system.register_entity(ghost.position());
|
|
||||||
self.ghost_ids.push(ghost_id);
|
|
||||||
}
|
|
||||||
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn tick(&mut self, dt: f32) {
|
|
||||||
self.pacman.tick(dt, &self.map.graph);
|
|
||||||
|
|
||||||
// Update all ghosts
|
|
||||||
for ghost in &mut self.ghosts {
|
|
||||||
ghost.tick(dt, &self.map.graph);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update collision system positions
|
|
||||||
self.update_collision_positions();
|
|
||||||
|
|
||||||
// Check for collisions
|
|
||||||
self.check_collisions();
|
|
||||||
}
|
|
||||||
|
|
||||||
fn update_collision_positions(&mut self) {
|
|
||||||
// Update Pac-Man's position
|
|
||||||
self.collision_system.update_position(self.pacman_id, self.pacman.position());
|
|
||||||
|
|
||||||
// Update ghost positions
|
|
||||||
for (ghost, &ghost_id) in self.ghosts.iter().zip(&self.ghost_ids) {
|
|
||||||
self.collision_system.update_position(ghost_id, ghost.position());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn check_collisions(&mut self) {
|
|
||||||
// Check Pac-Man vs Items
|
|
||||||
let potential_collisions = self.collision_system.potential_collisions(&self.pacman.position());
|
|
||||||
|
|
||||||
for entity_id in potential_collisions {
|
|
||||||
if entity_id != self.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.items[item_index];
|
|
||||||
if !item.is_collected() {
|
|
||||||
item.collect();
|
|
||||||
self.score += item.get_score();
|
|
||||||
self.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<usize> {
|
|
||||||
self.item_ids.iter().position(|&id| id == entity_id)
|
|
||||||
}
|
|
||||||
|
|
||||||
fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
|
||||||
self.ghost_ids.iter().position(|&id| id == entity_id)
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
|
||||||
canvas
|
|
||||||
.with_texture_canvas(backbuffer, |canvas| {
|
|
||||||
canvas.set_draw_color(Color::BLACK);
|
|
||||||
canvas.clear();
|
|
||||||
self.map.render(canvas, &mut self.atlas, &mut self.map_texture);
|
|
||||||
|
|
||||||
// Render all items
|
|
||||||
for item in &self.items {
|
|
||||||
if let Err(e) = item.render(canvas, &mut self.atlas, &self.map.graph) {
|
|
||||||
tracing::error!("Failed to render item: {}", e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Render all ghosts
|
|
||||||
for ghost in &self.ghosts {
|
|
||||||
if let Err(e) = ghost.render(canvas, &mut self.atlas, &self.map.graph) {
|
|
||||||
tracing::error!("Failed to render ghost: {}", e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if let Err(e) = self.pacman.render(canvas, &mut self.atlas, &self.map.graph) {
|
|
||||||
tracing::error!("Failed to render pacman: {}", e);
|
|
||||||
}
|
|
||||||
})
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn present_backbuffer<T: RenderTarget>(
|
|
||||||
&mut self,
|
|
||||||
canvas: &mut Canvas<T>,
|
|
||||||
backbuffer: &Texture,
|
|
||||||
cursor_pos: glam::Vec2,
|
|
||||||
) -> GameResult<()> {
|
|
||||||
canvas
|
|
||||||
.copy(backbuffer, None, None)
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
if self.debug_mode {
|
|
||||||
if let Err(e) = self
|
|
||||||
.map
|
|
||||||
.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.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
|
|
||||||
/// to prevent overlapping lines.
|
|
||||||
fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
|
||||||
let pacman_node = self.pacman.current_node_id();
|
|
||||||
|
|
||||||
for ghost in self.ghosts.iter() {
|
|
||||||
if let Ok(path) = ghost.calculate_path_to_target(&self.map.graph, pacman_node) {
|
|
||||||
if path.len() < 2 {
|
|
||||||
continue; // Skip if path is too short
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set the ghost's color
|
|
||||||
canvas.set_draw_color(ghost.debug_color());
|
|
||||||
|
|
||||||
// Calculate offset based on ghost index to prevent overlapping lines
|
|
||||||
// let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
|
||||||
|
|
||||||
// Calculate a consistent offset direction for the entire path
|
|
||||||
// let first_node = self.map.graph.get_node(path[0]).unwrap();
|
|
||||||
// let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
|
||||||
|
|
||||||
// Use the overall direction from start to end to determine the perpendicular offset
|
|
||||||
let offset = match ghost.ghost_type {
|
|
||||||
GhostType::Blinky => Vec2::new(0.25, 0.5),
|
|
||||||
GhostType::Pinky => Vec2::new(-0.25, -0.25),
|
|
||||||
GhostType::Inky => Vec2::new(0.5, -0.5),
|
|
||||||
GhostType::Clyde => Vec2::new(-0.5, 0.25),
|
|
||||||
} * 5.0;
|
|
||||||
|
|
||||||
// Calculate offset positions for all nodes using the same perpendicular direction
|
|
||||||
let mut offset_positions = Vec::new();
|
|
||||||
for &node_id in &path {
|
|
||||||
let node = self
|
|
||||||
.map
|
|
||||||
.graph
|
|
||||||
.get_node(node_id)
|
|
||||||
.ok_or(GameError::Entity(EntityError::NodeNotFound(node_id)))?;
|
|
||||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
|
||||||
offset_positions.push(pos + offset);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw lines between the offset positions
|
|
||||||
for window in offset_positions.windows(2) {
|
|
||||||
if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
|
||||||
// Skip if the distance is too far (used for preventing lines between tunnel portals)
|
|
||||||
if from.distance_squared(*to) > (CELL_SIZE * 16).pow(2) as f32 {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw the line
|
|
||||||
canvas
|
|
||||||
.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
|
||||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
|
|
||||||
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
|
||||||
let lives = 3;
|
|
||||||
let score_text = format!("{:02}", self.score);
|
|
||||||
let x_offset = 4;
|
|
||||||
let y_offset = 2;
|
|
||||||
let lives_offset = 3;
|
|
||||||
let score_offset = 7 - (score_text.len() as i32);
|
|
||||||
self.text_texture.set_scale(1.0);
|
|
||||||
if let Err(e) = self.text_texture.render(
|
|
||||||
canvas,
|
|
||||||
&mut self.atlas,
|
|
||||||
&format!("{lives}UP HIGH SCORE "),
|
|
||||||
UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
|
|
||||||
) {
|
|
||||||
tracing::error!("Failed to render HUD text: {}", e);
|
|
||||||
}
|
|
||||||
if let Err(e) = self.text_texture.render(
|
|
||||||
canvas,
|
|
||||||
&mut self.atlas,
|
|
||||||
&score_text,
|
|
||||||
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(())
|
|
||||||
}
|
|
||||||
}
|
|
||||||
327
src/game/mod.rs
Normal file
327
src/game/mod.rs
Normal file
@@ -0,0 +1,327 @@
|
|||||||
|
//! This module contains the main game logic and state.
|
||||||
|
|
||||||
|
use glam::{UVec2, Vec2};
|
||||||
|
use rand::{rngs::SmallRng, Rng, SeedableRng};
|
||||||
|
use sdl2::{
|
||||||
|
keyboard::Keycode,
|
||||||
|
pixels::Color,
|
||||||
|
render::{Canvas, RenderTarget, Texture, TextureCreator},
|
||||||
|
video::WindowContext,
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::error::{EntityError, GameError, GameResult};
|
||||||
|
|
||||||
|
use crate::entity::{
|
||||||
|
collision::{Collidable, CollisionSystem, EntityId},
|
||||||
|
ghost::{Ghost, GhostType},
|
||||||
|
pacman::Pacman,
|
||||||
|
r#trait::Entity,
|
||||||
|
};
|
||||||
|
|
||||||
|
pub mod state;
|
||||||
|
use state::GameState;
|
||||||
|
|
||||||
|
/// The `Game` struct is the main entry point for the game.
|
||||||
|
///
|
||||||
|
/// It contains the game's state and logic, and is responsible for
|
||||||
|
/// handling user input, updating the game state, and rendering the game.
|
||||||
|
pub struct Game {
|
||||||
|
state: GameState,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Game {
|
||||||
|
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Game> {
|
||||||
|
let state = GameState::new(texture_creator)?;
|
||||||
|
|
||||||
|
Ok(Game { state })
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn keyboard_event(&mut self, keycode: Keycode) {
|
||||||
|
self.state.pacman.handle_key(keycode);
|
||||||
|
|
||||||
|
if keycode == Keycode::M {
|
||||||
|
self.state.audio.set_mute(!self.state.audio.is_muted());
|
||||||
|
}
|
||||||
|
|
||||||
|
if keycode == Keycode::R {
|
||||||
|
if let Err(e) = self.reset_game_state() {
|
||||||
|
tracing::error!("Failed to reset game state: {}", e);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Resets the game state, randomizing ghost positions and resetting Pac-Man
|
||||||
|
fn reset_game_state(&mut self) -> GameResult<()> {
|
||||||
|
let pacman_start_node = self.state.map.start_positions.pacman;
|
||||||
|
self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
|
||||||
|
|
||||||
|
// Reset items
|
||||||
|
self.state.items = self.state.map.generate_items(&self.state.atlas)?;
|
||||||
|
|
||||||
|
// Randomize ghost positions
|
||||||
|
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
||||||
|
let mut rng = SmallRng::from_os_rng();
|
||||||
|
|
||||||
|
for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
|
||||||
|
let random_node = rng.random_range(0..self.state.map.graph.node_count());
|
||||||
|
*ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reset collision system
|
||||||
|
self.state.collision_system = CollisionSystem::default();
|
||||||
|
|
||||||
|
// Re-register Pac-Man
|
||||||
|
self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
|
||||||
|
|
||||||
|
// Re-register items
|
||||||
|
self.state.item_ids.clear();
|
||||||
|
for item in &self.state.items {
|
||||||
|
let item_id = self.state.collision_system.register_entity(item.position());
|
||||||
|
self.state.item_ids.push(item_id);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Re-register ghosts
|
||||||
|
self.state.ghost_ids.clear();
|
||||||
|
for ghost in &self.state.ghosts {
|
||||||
|
let ghost_id = self.state.collision_system.register_entity(ghost.position());
|
||||||
|
self.state.ghost_ids.push(ghost_id);
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn tick(&mut self, dt: f32) {
|
||||||
|
self.state.pacman.tick(dt, &self.state.map.graph);
|
||||||
|
|
||||||
|
// Update all ghosts
|
||||||
|
for ghost in &mut self.state.ghosts {
|
||||||
|
ghost.tick(dt, &self.state.map.graph);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update collision system positions
|
||||||
|
self.update_collision_positions();
|
||||||
|
|
||||||
|
// Check for collisions
|
||||||
|
self.check_collisions();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Toggles the debug mode on and off.
|
||||||
|
///
|
||||||
|
/// When debug mode is enabled, the game will render additional information
|
||||||
|
/// that is useful for debugging, such as the collision grid and entity paths.
|
||||||
|
pub fn toggle_debug_mode(&mut self) {
|
||||||
|
self.state.debug_mode = !self.state.debug_mode;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn update_collision_positions(&mut self) {
|
||||||
|
// Update Pac-Man's position
|
||||||
|
self.state
|
||||||
|
.collision_system
|
||||||
|
.update_position(self.state.pacman_id, self.state.pacman.position());
|
||||||
|
|
||||||
|
// Update ghost positions
|
||||||
|
for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
|
||||||
|
self.state.collision_system.update_position(ghost_id, ghost.position());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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<usize> {
|
||||||
|
self.state.item_ids.iter().position(|&id| id == entity_id)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
|
||||||
|
self.state.ghost_ids.iter().position(|&id| id == entity_id)
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
|
||||||
|
canvas
|
||||||
|
.with_texture_canvas(backbuffer, |canvas| {
|
||||||
|
canvas.set_draw_color(Color::BLACK);
|
||||||
|
canvas.clear();
|
||||||
|
self.state
|
||||||
|
.map
|
||||||
|
.render(canvas, &mut self.state.atlas, &mut self.state.map_texture);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
})
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn present_backbuffer<T: RenderTarget>(
|
||||||
|
&mut self,
|
||||||
|
canvas: &mut Canvas<T>,
|
||||||
|
backbuffer: &Texture,
|
||||||
|
cursor_pos: glam::Vec2,
|
||||||
|
) -> GameResult<()> {
|
||||||
|
canvas
|
||||||
|
.copy(backbuffer, None, None)
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
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
|
||||||
|
/// to prevent overlapping lines.
|
||||||
|
fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
|
||||||
|
let pacman_node = self.state.pacman.current_node_id();
|
||||||
|
|
||||||
|
for ghost in self.state.ghosts.iter() {
|
||||||
|
if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
|
||||||
|
if path.len() < 2 {
|
||||||
|
continue; // Skip if path is too short
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set the ghost's color
|
||||||
|
canvas.set_draw_color(ghost.debug_color());
|
||||||
|
|
||||||
|
// Calculate offset based on ghost index to prevent overlapping lines
|
||||||
|
// let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
||||||
|
|
||||||
|
// Calculate a consistent offset direction for the entire path
|
||||||
|
// let first_node = self.map.graph.get_node(path[0]).unwrap();
|
||||||
|
// let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
||||||
|
|
||||||
|
// Use the overall direction from start to end to determine the perpendicular offset
|
||||||
|
let offset = match ghost.ghost_type {
|
||||||
|
GhostType::Blinky => Vec2::new(0.25, 0.5),
|
||||||
|
GhostType::Pinky => Vec2::new(-0.25, -0.25),
|
||||||
|
GhostType::Inky => Vec2::new(0.5, -0.5),
|
||||||
|
GhostType::Clyde => Vec2::new(-0.5, 0.25),
|
||||||
|
} * 5.0;
|
||||||
|
|
||||||
|
// Calculate offset positions for all nodes using the same perpendicular direction
|
||||||
|
let mut offset_positions = Vec::new();
|
||||||
|
for &node_id in &path {
|
||||||
|
let node = self
|
||||||
|
.state
|
||||||
|
.map
|
||||||
|
.graph
|
||||||
|
.get_node(node_id)
|
||||||
|
.ok_or(GameError::Entity(EntityError::NodeNotFound(node_id)))?;
|
||||||
|
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||||
|
offset_positions.push(pos + offset);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw lines between the offset positions
|
||||||
|
for window in offset_positions.windows(2) {
|
||||||
|
if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
||||||
|
// Skip if the distance is too far (used for preventing lines between tunnel portals)
|
||||||
|
if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw the line
|
||||||
|
canvas
|
||||||
|
.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
||||||
|
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
|
||||||
|
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> 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 "),
|
||||||
|
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,
|
||||||
|
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(())
|
||||||
|
}
|
||||||
|
}
|
||||||
135
src/game/state.rs
Normal file
135
src/game/state.rs
Normal file
@@ -0,0 +1,135 @@
|
|||||||
|
use sdl2::{image::LoadTexture, pixels::Color, render::TextureCreator, video::WindowContext};
|
||||||
|
use smallvec::SmallVec;
|
||||||
|
|
||||||
|
use crate::{
|
||||||
|
asset::{get_asset_bytes, Asset},
|
||||||
|
audio::Audio,
|
||||||
|
constants::RAW_BOARD,
|
||||||
|
entity::{
|
||||||
|
collision::{Collidable, CollisionSystem, EntityId},
|
||||||
|
ghost::{Ghost, GhostType},
|
||||||
|
item::Item,
|
||||||
|
pacman::Pacman,
|
||||||
|
},
|
||||||
|
error::{GameError, GameResult, TextureError},
|
||||||
|
map::Map,
|
||||||
|
texture::{
|
||||||
|
sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
||||||
|
text::TextTexture,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
/// The `GameState` struct holds all the essential data for the game.
|
||||||
|
///
|
||||||
|
/// This includes the score, map, entities (Pac-Man, ghosts, items),
|
||||||
|
/// collision system, and rendering resources. By centralizing the game's state,
|
||||||
|
/// we can cleanly separate it from the game's logic, making it easier to manage
|
||||||
|
/// and reason about.
|
||||||
|
pub struct GameState {
|
||||||
|
pub score: u32,
|
||||||
|
pub map: Map,
|
||||||
|
pub pacman: Pacman,
|
||||||
|
pub ghosts: SmallVec<[Ghost; 4]>,
|
||||||
|
pub items: Vec<Item>,
|
||||||
|
pub debug_mode: bool,
|
||||||
|
|
||||||
|
// Collision system
|
||||||
|
pub(crate) collision_system: CollisionSystem,
|
||||||
|
pub(crate) pacman_id: EntityId,
|
||||||
|
pub(crate) ghost_ids: SmallVec<[EntityId; 4]>,
|
||||||
|
pub(crate) item_ids: Vec<EntityId>,
|
||||||
|
|
||||||
|
// Rendering resources
|
||||||
|
pub(crate) atlas: SpriteAtlas,
|
||||||
|
pub(crate) map_texture: AtlasTile,
|
||||||
|
pub(crate) text_texture: TextTexture,
|
||||||
|
|
||||||
|
// Audio
|
||||||
|
pub audio: Audio,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl GameState {
|
||||||
|
/// Creates a new `GameState` by initializing all the game's data.
|
||||||
|
///
|
||||||
|
/// This function sets up the map, Pac-Man, ghosts, items, collision system,
|
||||||
|
/// and all rendering resources required to start the game. It returns a `GameResult`
|
||||||
|
/// to handle any potential errors during initialization.
|
||||||
|
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Self> {
|
||||||
|
let map = Map::new(RAW_BOARD)?;
|
||||||
|
|
||||||
|
let pacman_start_node = map.start_positions.pacman;
|
||||||
|
|
||||||
|
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
|
||||||
|
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
|
||||||
|
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
|
||||||
|
GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {e}")))
|
||||||
|
} else {
|
||||||
|
GameError::Texture(TextureError::LoadFailed(e.to_string()))
|
||||||
|
}
|
||||||
|
})?;
|
||||||
|
let atlas_json = get_asset_bytes(Asset::AtlasJson)?;
|
||||||
|
let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json)?;
|
||||||
|
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
|
||||||
|
|
||||||
|
let mut map_texture = SpriteAtlas::get_tile(&atlas, "maze/full.png")
|
||||||
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/full.png".to_string())))?;
|
||||||
|
map_texture.color = Some(Color::RGB(0x20, 0x20, 0xf9));
|
||||||
|
|
||||||
|
let text_texture = TextTexture::new(1.0);
|
||||||
|
let audio = Audio::new();
|
||||||
|
let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas)?;
|
||||||
|
|
||||||
|
// Generate items (pellets and energizers)
|
||||||
|
let items = map.generate_items(&atlas)?;
|
||||||
|
|
||||||
|
// Initialize collision system
|
||||||
|
let mut collision_system = CollisionSystem::default();
|
||||||
|
|
||||||
|
// Register Pac-Man
|
||||||
|
let pacman_id = collision_system.register_entity(pacman.position());
|
||||||
|
|
||||||
|
// Register items
|
||||||
|
let mut item_ids = Vec::new();
|
||||||
|
for item in &items {
|
||||||
|
let item_id = collision_system.register_entity(item.position());
|
||||||
|
item_ids.push(item_id);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create and register ghosts
|
||||||
|
let ghosts = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]
|
||||||
|
.iter()
|
||||||
|
.zip(
|
||||||
|
[
|
||||||
|
map.start_positions.blinky,
|
||||||
|
map.start_positions.pinky,
|
||||||
|
map.start_positions.inky,
|
||||||
|
map.start_positions.clyde,
|
||||||
|
]
|
||||||
|
.iter(),
|
||||||
|
)
|
||||||
|
.map(|(ghost_type, start_node)| Ghost::new(&map.graph, *start_node, *ghost_type, &atlas))
|
||||||
|
.collect::<GameResult<SmallVec<[_; 4]>>>()?;
|
||||||
|
|
||||||
|
let ghost_ids = ghosts
|
||||||
|
.iter()
|
||||||
|
.map(|ghost| collision_system.register_entity(ghost.position()))
|
||||||
|
.collect::<SmallVec<[_; 4]>>();
|
||||||
|
|
||||||
|
Ok(Self {
|
||||||
|
score: 0,
|
||||||
|
map,
|
||||||
|
pacman,
|
||||||
|
ghosts,
|
||||||
|
items,
|
||||||
|
debug_mode: false,
|
||||||
|
collision_system,
|
||||||
|
pacman_id,
|
||||||
|
ghost_ids,
|
||||||
|
item_ids,
|
||||||
|
map_texture,
|
||||||
|
text_texture,
|
||||||
|
audio,
|
||||||
|
atlas,
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -7,7 +7,7 @@ use crate::entity::item::{Item, ItemType};
|
|||||||
use crate::map::parser::MapTileParser;
|
use crate::map::parser::MapTileParser;
|
||||||
use crate::map::render::MapRenderer;
|
use crate::map::render::MapRenderer;
|
||||||
use crate::texture::sprite::{AtlasTile, Sprite, SpriteAtlas};
|
use crate::texture::sprite::{AtlasTile, Sprite, SpriteAtlas};
|
||||||
use glam::{IVec2, UVec2, Vec2};
|
use glam::{IVec2, Vec2};
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
use sdl2::render::{Canvas, RenderTarget};
|
||||||
use std::collections::{HashMap, VecDeque};
|
use std::collections::{HashMap, VecDeque};
|
||||||
use tracing::debug;
|
use tracing::debug;
|
||||||
@@ -15,7 +15,6 @@ use tracing::debug;
|
|||||||
use crate::error::{GameResult, MapError};
|
use crate::error::{GameResult, MapError};
|
||||||
|
|
||||||
/// The starting positions of the entities in the game.
|
/// The starting positions of the entities in the game.
|
||||||
#[allow(dead_code)]
|
|
||||||
pub struct NodePositions {
|
pub struct NodePositions {
|
||||||
pub pacman: NodeId,
|
pub pacman: NodeId,
|
||||||
pub blinky: NodeId,
|
pub blinky: NodeId,
|
||||||
@@ -26,18 +25,12 @@ pub struct NodePositions {
|
|||||||
|
|
||||||
/// The main map structure containing the game board and navigation graph.
|
/// The main map structure containing the game board and navigation graph.
|
||||||
pub struct Map {
|
pub struct Map {
|
||||||
/// The current state of the map.
|
|
||||||
#[allow(dead_code)]
|
|
||||||
current: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
|
|
||||||
/// The node map for entity movement.
|
/// The node map for entity movement.
|
||||||
pub graph: Graph,
|
pub graph: Graph,
|
||||||
/// A mapping from grid positions to node IDs.
|
/// A mapping from grid positions to node IDs.
|
||||||
pub grid_to_node: HashMap<IVec2, NodeId>,
|
pub grid_to_node: HashMap<IVec2, NodeId>,
|
||||||
/// A mapping of the starting positions of the entities.
|
/// A mapping of the starting positions of the entities.
|
||||||
#[allow(dead_code)]
|
|
||||||
pub start_positions: NodePositions,
|
pub start_positions: NodePositions,
|
||||||
/// Pac-Man's starting position.
|
|
||||||
pacman_start: Option<IVec2>,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Map {
|
impl Map {
|
||||||
@@ -56,7 +49,6 @@ impl Map {
|
|||||||
let map = parsed_map.tiles;
|
let map = parsed_map.tiles;
|
||||||
let house_door = parsed_map.house_door;
|
let house_door = parsed_map.house_door;
|
||||||
let tunnel_ends = parsed_map.tunnel_ends;
|
let tunnel_ends = parsed_map.tunnel_ends;
|
||||||
let pacman_start = parsed_map.pacman_start;
|
|
||||||
|
|
||||||
let mut graph = Graph::new();
|
let mut graph = Graph::new();
|
||||||
let mut grid_to_node = HashMap::new();
|
let mut grid_to_node = HashMap::new();
|
||||||
@@ -64,8 +56,9 @@ impl Map {
|
|||||||
let cell_offset = Vec2::splat(CELL_SIZE as f32 / 2.0);
|
let cell_offset = Vec2::splat(CELL_SIZE as f32 / 2.0);
|
||||||
|
|
||||||
// Find a starting point for the graph generation, preferably Pac-Man's position.
|
// Find a starting point for the graph generation, preferably Pac-Man's position.
|
||||||
let start_pos =
|
let start_pos = parsed_map
|
||||||
pacman_start.ok_or_else(|| MapError::InvalidConfig("Pac-Man's starting position not found".to_string()))?;
|
.pacman_start
|
||||||
|
.ok_or_else(|| MapError::InvalidConfig("Pac-Man's starting position not found".to_string()))?;
|
||||||
|
|
||||||
// Add the starting position to the graph/queue
|
// Add the starting position to the graph/queue
|
||||||
let mut queue = VecDeque::new();
|
let mut queue = VecDeque::new();
|
||||||
@@ -155,31 +148,12 @@ impl Map {
|
|||||||
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
|
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
|
||||||
|
|
||||||
Ok(Map {
|
Ok(Map {
|
||||||
current: map,
|
|
||||||
graph,
|
graph,
|
||||||
grid_to_node,
|
grid_to_node,
|
||||||
start_positions,
|
start_positions,
|
||||||
pacman_start,
|
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Finds the starting position for a given entity ID.
|
|
||||||
///
|
|
||||||
/// # Arguments
|
|
||||||
///
|
|
||||||
/// * `entity_id` - The entity ID (0 for Pac-Man, 1-4 for ghosts)
|
|
||||||
///
|
|
||||||
/// # Returns
|
|
||||||
///
|
|
||||||
/// The starting position as a grid coordinate (`UVec2`), or `None` if not found.
|
|
||||||
pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> {
|
|
||||||
// For now, only Pac-Man (entity_id 0) is supported
|
|
||||||
if entity_id == 0 {
|
|
||||||
return self.pacman_start.map(|pos| UVec2::new(pos.x as u32, pos.y as u32));
|
|
||||||
}
|
|
||||||
None
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Renders the map to the given canvas.
|
/// Renders the map to the given canvas.
|
||||||
///
|
///
|
||||||
/// This function draws the static map texture to the screen at the correct
|
/// This function draws the static map texture to the screen at the correct
|
||||||
|
|||||||
@@ -1,19 +1,8 @@
|
|||||||
//! Map parsing functionality for converting raw board layouts into structured data.
|
//! Map parsing functionality for converting raw board layouts into structured data.
|
||||||
|
|
||||||
use crate::constants::{MapTile, BOARD_CELL_SIZE};
|
use crate::constants::{MapTile, BOARD_CELL_SIZE};
|
||||||
|
use crate::error::ParseError;
|
||||||
use glam::IVec2;
|
use glam::IVec2;
|
||||||
use thiserror::Error;
|
|
||||||
|
|
||||||
/// Error type for map parsing operations.
|
|
||||||
#[derive(Debug, Error)]
|
|
||||||
pub enum ParseError {
|
|
||||||
#[error("Unknown character in board: {0}")]
|
|
||||||
UnknownCharacter(char),
|
|
||||||
#[error("House door must have exactly 2 positions, found {0}")]
|
|
||||||
InvalidHouseDoorCount(usize),
|
|
||||||
#[error("Map parsing failed: {0}")]
|
|
||||||
ParseFailed(String),
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Represents the parsed data from a raw board layout.
|
/// Represents the parsed data from a raw board layout.
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
|
|||||||
@@ -3,8 +3,9 @@
|
|||||||
use std::borrow::Cow;
|
use std::borrow::Cow;
|
||||||
use std::time::Duration;
|
use std::time::Duration;
|
||||||
|
|
||||||
use crate::asset::{Asset, AssetError};
|
use crate::asset::Asset;
|
||||||
use crate::platform::{Platform, PlatformError};
|
use crate::error::{AssetError, PlatformError};
|
||||||
|
use crate::platform::Platform;
|
||||||
|
|
||||||
/// Desktop platform implementation.
|
/// Desktop platform implementation.
|
||||||
pub struct DesktopPlatform;
|
pub struct DesktopPlatform;
|
||||||
|
|||||||
@@ -3,8 +3,9 @@
|
|||||||
use std::borrow::Cow;
|
use std::borrow::Cow;
|
||||||
use std::time::Duration;
|
use std::time::Duration;
|
||||||
|
|
||||||
use crate::asset::{Asset, AssetError};
|
use crate::asset::Asset;
|
||||||
use crate::platform::{Platform, PlatformError};
|
use crate::error::{AssetError, PlatformError};
|
||||||
|
use crate::platform::Platform;
|
||||||
|
|
||||||
/// Emscripten platform implementation.
|
/// Emscripten platform implementation.
|
||||||
pub struct EmscriptenPlatform;
|
pub struct EmscriptenPlatform;
|
||||||
|
|||||||
@@ -1,10 +1,10 @@
|
|||||||
//! Platform abstraction layer for cross-platform functionality.
|
//! Platform abstraction layer for cross-platform functionality.
|
||||||
|
|
||||||
|
use crate::asset::Asset;
|
||||||
|
use crate::error::{AssetError, PlatformError};
|
||||||
use std::borrow::Cow;
|
use std::borrow::Cow;
|
||||||
use std::time::Duration;
|
use std::time::Duration;
|
||||||
|
|
||||||
use crate::asset::{Asset, AssetError};
|
|
||||||
|
|
||||||
pub mod desktop;
|
pub mod desktop;
|
||||||
pub mod emscripten;
|
pub mod emscripten;
|
||||||
|
|
||||||
@@ -30,16 +30,6 @@ pub trait Platform {
|
|||||||
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
|
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Platform-specific errors.
|
|
||||||
#[derive(Debug, thiserror::Error)]
|
|
||||||
#[allow(dead_code)]
|
|
||||||
pub enum PlatformError {
|
|
||||||
#[error("Console initialization failed: {0}")]
|
|
||||||
ConsoleInit(String),
|
|
||||||
#[error("Platform-specific error: {0}")]
|
|
||||||
Other(String),
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Get the current platform implementation.
|
/// Get the current platform implementation.
|
||||||
#[allow(dead_code)]
|
#[allow(dead_code)]
|
||||||
pub fn get_platform() -> &'static dyn Platform {
|
pub fn get_platform() -> &'static dyn Platform {
|
||||||
|
|||||||
@@ -1,16 +1,9 @@
|
|||||||
use anyhow::Result;
|
|
||||||
use sdl2::rect::Rect;
|
use sdl2::rect::Rect;
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
use sdl2::render::{Canvas, RenderTarget};
|
||||||
use thiserror::Error;
|
|
||||||
|
|
||||||
|
use crate::error::{AnimatedTextureError, GameError, GameResult, TextureError};
|
||||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||||
|
|
||||||
#[derive(Error, Debug)]
|
|
||||||
pub enum AnimatedTextureError {
|
|
||||||
#[error("Frame duration must be positive, got {0}")]
|
|
||||||
InvalidFrameDuration(f32),
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Debug, Clone)]
|
#[derive(Debug, Clone)]
|
||||||
pub struct AnimatedTexture {
|
pub struct AnimatedTexture {
|
||||||
tiles: Vec<AtlasTile>,
|
tiles: Vec<AtlasTile>,
|
||||||
@@ -20,9 +13,11 @@ pub struct AnimatedTexture {
|
|||||||
}
|
}
|
||||||
|
|
||||||
impl AnimatedTexture {
|
impl AnimatedTexture {
|
||||||
pub fn new(tiles: Vec<AtlasTile>, frame_duration: f32) -> Result<Self, AnimatedTextureError> {
|
pub fn new(tiles: Vec<AtlasTile>, frame_duration: f32) -> GameResult<Self> {
|
||||||
if frame_duration <= 0.0 {
|
if frame_duration <= 0.0 {
|
||||||
return Err(AnimatedTextureError::InvalidFrameDuration(frame_duration));
|
return Err(GameError::Texture(TextureError::Animated(
|
||||||
|
AnimatedTextureError::InvalidFrameDuration(frame_duration),
|
||||||
|
)));
|
||||||
}
|
}
|
||||||
|
|
||||||
Ok(Self {
|
Ok(Self {
|
||||||
@@ -45,9 +40,10 @@ impl AnimatedTexture {
|
|||||||
&self.tiles[self.current_frame]
|
&self.tiles[self.current_frame]
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, dest: Rect) -> Result<()> {
|
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, dest: Rect) -> GameResult<()> {
|
||||||
let mut tile = *self.current_tile();
|
let mut tile = *self.current_tile();
|
||||||
tile.render(canvas, atlas, dest)
|
tile.render(canvas, atlas, dest)?;
|
||||||
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Returns the current frame index.
|
/// Returns the current frame index.
|
||||||
|
|||||||
@@ -1,8 +1,8 @@
|
|||||||
use anyhow::Result;
|
|
||||||
use sdl2::rect::Rect;
|
use sdl2::rect::Rect;
|
||||||
use sdl2::render::{Canvas, RenderTarget};
|
use sdl2::render::{Canvas, RenderTarget};
|
||||||
|
|
||||||
use crate::entity::direction::Direction;
|
use crate::entity::direction::Direction;
|
||||||
|
use crate::error::GameResult;
|
||||||
use crate::texture::animated::AnimatedTexture;
|
use crate::texture::animated::AnimatedTexture;
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
use crate::texture::sprite::SpriteAtlas;
|
||||||
|
|
||||||
@@ -32,7 +32,7 @@ impl DirectionalAnimatedTexture {
|
|||||||
atlas: &mut SpriteAtlas,
|
atlas: &mut SpriteAtlas,
|
||||||
dest: Rect,
|
dest: Rect,
|
||||||
direction: Direction,
|
direction: Direction,
|
||||||
) -> Result<()> {
|
) -> GameResult<()> {
|
||||||
if let Some(texture) = &self.textures[direction.as_usize()] {
|
if let Some(texture) = &self.textures[direction.as_usize()] {
|
||||||
texture.render(canvas, atlas, dest)
|
texture.render(canvas, atlas, dest)
|
||||||
} else {
|
} else {
|
||||||
@@ -46,7 +46,7 @@ impl DirectionalAnimatedTexture {
|
|||||||
atlas: &mut SpriteAtlas,
|
atlas: &mut SpriteAtlas,
|
||||||
dest: Rect,
|
dest: Rect,
|
||||||
direction: Direction,
|
direction: Direction,
|
||||||
) -> Result<()> {
|
) -> GameResult<()> {
|
||||||
if let Some(texture) = &self.stopped_textures[direction.as_usize()] {
|
if let Some(texture) = &self.stopped_textures[direction.as_usize()] {
|
||||||
texture.render(canvas, atlas, dest)
|
texture.render(canvas, atlas, dest)
|
||||||
} else {
|
} else {
|
||||||
|
|||||||
@@ -6,6 +6,8 @@ use sdl2::render::{Canvas, RenderTarget, Texture};
|
|||||||
use serde::Deserialize;
|
use serde::Deserialize;
|
||||||
use std::collections::HashMap;
|
use std::collections::HashMap;
|
||||||
|
|
||||||
|
use crate::error::TextureError;
|
||||||
|
|
||||||
/// A simple sprite for stationary items like pellets and energizers.
|
/// A simple sprite for stationary items like pellets and energizers.
|
||||||
#[derive(Clone, Debug)]
|
#[derive(Clone, Debug)]
|
||||||
pub struct Sprite {
|
pub struct Sprite {
|
||||||
@@ -17,13 +19,19 @@ impl Sprite {
|
|||||||
Self { atlas_tile }
|
Self { atlas_tile }
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn render<C: RenderTarget>(&self, canvas: &mut Canvas<C>, atlas: &mut SpriteAtlas, position: glam::Vec2) -> Result<()> {
|
pub fn render<C: RenderTarget>(
|
||||||
|
&self,
|
||||||
|
canvas: &mut Canvas<C>,
|
||||||
|
atlas: &mut SpriteAtlas,
|
||||||
|
position: glam::Vec2,
|
||||||
|
) -> Result<(), TextureError> {
|
||||||
let dest = crate::helpers::centered_with_size(
|
let dest = crate::helpers::centered_with_size(
|
||||||
glam::IVec2::new(position.x as i32, position.y as i32),
|
glam::IVec2::new(position.x as i32, position.y as i32),
|
||||||
glam::UVec2::new(self.atlas_tile.size.x as u32, self.atlas_tile.size.y as u32),
|
glam::UVec2::new(self.atlas_tile.size.x as u32, self.atlas_tile.size.y as u32),
|
||||||
);
|
);
|
||||||
let mut tile = self.atlas_tile;
|
let mut tile = self.atlas_tile;
|
||||||
tile.render(canvas, atlas, dest)
|
tile.render(canvas, atlas, dest)?;
|
||||||
|
Ok(())
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -48,9 +56,15 @@ pub struct AtlasTile {
|
|||||||
}
|
}
|
||||||
|
|
||||||
impl AtlasTile {
|
impl AtlasTile {
|
||||||
pub fn render<C: RenderTarget>(&mut self, canvas: &mut Canvas<C>, atlas: &mut SpriteAtlas, dest: Rect) -> Result<()> {
|
pub fn render<C: RenderTarget>(
|
||||||
|
&mut self,
|
||||||
|
canvas: &mut Canvas<C>,
|
||||||
|
atlas: &mut SpriteAtlas,
|
||||||
|
dest: Rect,
|
||||||
|
) -> Result<(), TextureError> {
|
||||||
let color = self.color.unwrap_or(atlas.default_color.unwrap_or(Color::WHITE));
|
let color = self.color.unwrap_or(atlas.default_color.unwrap_or(Color::WHITE));
|
||||||
self.render_with_color(canvas, atlas, dest, color)
|
self.render_with_color(canvas, atlas, dest, color)?;
|
||||||
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn render_with_color<C: RenderTarget>(
|
pub fn render_with_color<C: RenderTarget>(
|
||||||
@@ -59,7 +73,7 @@ impl AtlasTile {
|
|||||||
atlas: &mut SpriteAtlas,
|
atlas: &mut SpriteAtlas,
|
||||||
dest: Rect,
|
dest: Rect,
|
||||||
color: Color,
|
color: Color,
|
||||||
) -> Result<()> {
|
) -> Result<(), TextureError> {
|
||||||
let src = Rect::new(self.pos.x as i32, self.pos.y as i32, self.size.x as u32, self.size.y as u32);
|
let src = Rect::new(self.pos.x as i32, self.pos.y as i32, self.size.x as u32, self.size.y as u32);
|
||||||
|
|
||||||
if atlas.last_modulation != Some(color) {
|
if atlas.last_modulation != Some(color) {
|
||||||
@@ -67,7 +81,7 @@ impl AtlasTile {
|
|||||||
atlas.last_modulation = Some(color);
|
atlas.last_modulation = Some(color);
|
||||||
}
|
}
|
||||||
|
|
||||||
canvas.copy(&atlas.texture, src, dest).map_err(anyhow::Error::msg)?;
|
canvas.copy(&atlas.texture, src, dest).map_err(TextureError::RenderFailed)?;
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
use glam::U16Vec2;
|
use glam::U16Vec2;
|
||||||
use pacman::texture::animated::{AnimatedTexture, AnimatedTextureError};
|
use pacman::error::{AnimatedTextureError, GameError, TextureError};
|
||||||
|
use pacman::texture::animated::AnimatedTexture;
|
||||||
use pacman::texture::sprite::AtlasTile;
|
use pacman::texture::sprite::AtlasTile;
|
||||||
use sdl2::pixels::Color;
|
use sdl2::pixels::Color;
|
||||||
|
|
||||||
@@ -17,12 +18,12 @@ fn test_animated_texture_creation_errors() {
|
|||||||
|
|
||||||
assert!(matches!(
|
assert!(matches!(
|
||||||
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(),
|
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(),
|
||||||
AnimatedTextureError::InvalidFrameDuration(0.0)
|
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(0.0)))
|
||||||
));
|
));
|
||||||
|
|
||||||
assert!(matches!(
|
assert!(matches!(
|
||||||
AnimatedTexture::new(tiles, -0.1).unwrap_err(),
|
AnimatedTexture::new(tiles, -0.1).unwrap_err(),
|
||||||
AnimatedTextureError::InvalidFrameDuration(-0.1)
|
GameError::Texture(TextureError::Animated(AnimatedTextureError::InvalidFrameDuration(-0.1)))
|
||||||
));
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -10,15 +10,4 @@ fn test_game_map_creation() {
|
|||||||
|
|
||||||
assert!(map.graph.node_count() > 0);
|
assert!(map.graph.node_count() > 0);
|
||||||
assert!(!map.grid_to_node.is_empty());
|
assert!(!map.grid_to_node.is_empty());
|
||||||
|
|
||||||
// Should find Pac-Man's starting position
|
|
||||||
let pacman_pos = map.find_starting_position(0);
|
|
||||||
assert!(pacman_pos.is_some());
|
|
||||||
}
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_game_score_initialization() {
|
|
||||||
// This would require creating a full Game instance, but we can test the concept
|
|
||||||
let map = Map::new(RAW_BOARD).unwrap();
|
|
||||||
assert!(map.find_starting_position(0).is_some());
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
use glam::Vec2;
|
use glam::Vec2;
|
||||||
use pacman::constants::{BOARD_CELL_SIZE, CELL_SIZE, RAW_BOARD};
|
use pacman::constants::{CELL_SIZE, RAW_BOARD};
|
||||||
use pacman::map::Map;
|
use pacman::map::Map;
|
||||||
use sdl2::render::Texture;
|
use sdl2::render::Texture;
|
||||||
|
|
||||||
@@ -21,19 +21,6 @@ fn test_map_creation() {
|
|||||||
assert!(has_connections);
|
assert!(has_connections);
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn test_map_starting_positions() {
|
|
||||||
let map = Map::new(RAW_BOARD).unwrap();
|
|
||||||
|
|
||||||
let pacman_pos = map.find_starting_position(0);
|
|
||||||
assert!(pacman_pos.is_some());
|
|
||||||
assert!(pacman_pos.unwrap().x < BOARD_CELL_SIZE.x);
|
|
||||||
assert!(pacman_pos.unwrap().y < BOARD_CELL_SIZE.y);
|
|
||||||
|
|
||||||
let nonexistent_pos = map.find_starting_position(99);
|
|
||||||
assert_eq!(nonexistent_pos, None);
|
|
||||||
}
|
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_map_node_positions() {
|
fn test_map_node_positions() {
|
||||||
let map = Map::new(RAW_BOARD).unwrap();
|
let map = Map::new(RAW_BOARD).unwrap();
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
use pacman::constants::{BOARD_CELL_SIZE, RAW_BOARD};
|
use pacman::constants::{BOARD_CELL_SIZE, RAW_BOARD};
|
||||||
use pacman::map::parser::{MapTileParser, ParseError};
|
use pacman::error::ParseError;
|
||||||
|
use pacman::map::parser::MapTileParser;
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_parse_character() {
|
fn test_parse_character() {
|
||||||
|
|||||||
Reference in New Issue
Block a user