mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 07:15:41 -06:00
chore: fix various clippy warnings, disable trivial warnings in some spot
This commit is contained in:
@@ -1,3 +1,4 @@
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#![allow(dead_code)]
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//! Cross-platform asset loading abstraction.
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//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
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@@ -5,7 +6,6 @@ use std::borrow::Cow;
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use std::io;
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use thiserror::Error;
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#[allow(dead_code)]
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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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@@ -11,6 +11,7 @@ const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::
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///
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/// This struct is responsible for initializing the audio device, loading sounds,
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/// and playing them.
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#[allow(dead_code)]
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pub struct Audio {
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_mixer_context: mixer::Sdl2MixerContext,
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sounds: Vec<Chunk>,
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@@ -18,6 +19,12 @@ pub struct Audio {
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muted: bool,
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}
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impl Default for Audio {
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fn default() -> Self {
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Self::new()
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}
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}
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impl Audio {
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/// Creates a new `Audio` instance.
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pub fn new() -> Self {
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@@ -57,6 +64,7 @@ impl Audio {
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}
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/// Plays the "eat" sound effect.
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#[allow(dead_code)]
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pub fn eat(&mut self) {
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if let Some(chunk) = self.sounds.get(self.next_sound_index) {
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match mixer::Channel(0).play(chunk, 0) {
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@@ -18,7 +18,7 @@ impl Direction {
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}
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}
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pub fn to_ivec2(&self) -> IVec2 {
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pub fn as_ivec2(&self) -> IVec2 {
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(*self).into()
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}
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}
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@@ -28,7 +28,7 @@ pub struct Node {
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/// Each field contains an optional edge leading in that direction.
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/// This structure is used to represent the adjacency list for each node,
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/// providing O(1) access to edges in any cardinal direction.
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#[derive(Debug)]
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#[derive(Debug, Default)]
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pub struct Intersection {
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/// Edge leading upward from this node, if it exists.
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pub up: Option<Edge>,
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@@ -40,17 +40,6 @@ pub struct Intersection {
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pub right: Option<Edge>,
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}
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impl Default for Intersection {
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fn default() -> Self {
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Self {
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up: None,
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down: None,
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left: None,
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right: None,
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}
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}
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}
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impl Intersection {
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/// Returns an iterator over all edges from this intersection.
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///
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@@ -253,6 +242,7 @@ pub enum Position {
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},
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}
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#[allow(dead_code)]
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impl Position {
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/// Returns `true` if the position is exactly at a node.
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pub fn is_at_node(&self) -> bool {
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@@ -260,6 +250,7 @@ impl Position {
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}
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/// Returns the `NodeId` of the current or most recently departed node.
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#[allow(clippy::wrong_self_convention)]
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pub fn from_node_id(&self) -> NodeId {
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match self {
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Position::AtNode(id) => *id,
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@@ -268,6 +259,7 @@ impl Position {
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}
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/// Returns the `NodeId` of the destination node, if currently on an edge.
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#[allow(clippy::wrong_self_convention)]
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pub fn to_node_id(&self) -> Option<NodeId> {
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match self {
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Position::AtNode(_) => None,
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@@ -29,12 +29,12 @@ impl Pacman {
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Direction::Right => "pacman/right",
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};
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let moving_tiles = vec![
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SpriteAtlas::get_tile(&atlas, &format!("{}_a.png", moving_prefix)).unwrap(),
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SpriteAtlas::get_tile(&atlas, &format!("{}_b.png", moving_prefix)).unwrap(),
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SpriteAtlas::get_tile(&atlas, "pacman/full.png").unwrap(),
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SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png")).unwrap(),
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SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png")).unwrap(),
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SpriteAtlas::get_tile(atlas, "pacman/full.png").unwrap(),
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];
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let stopped_tiles = vec![SpriteAtlas::get_tile(&atlas, &format!("{}_b.png", moving_prefix)).unwrap()];
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let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png")).unwrap()];
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textures.insert(direction, AnimatedTexture::new(moving_tiles, 0.08));
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stopped_textures.insert(direction, AnimatedTexture::new(stopped_tiles, 0.1));
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@@ -36,7 +36,6 @@ pub struct Game {
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atlas: SpriteAtlas,
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map_texture: AtlasTile,
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text_texture: TextTexture,
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debug_text_texture: TextTexture,
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// Audio
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pub audio: Audio,
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@@ -71,9 +70,9 @@ impl Game {
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map_texture.color = Some(Color::RGB(0x20, 0x20, 0xf9));
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let text_texture = TextTexture::new(1.0);
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let debug_text_texture = TextTexture::new(0.5);
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let audio = Audio::new();
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let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas);
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Game {
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score: 0,
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map,
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@@ -81,7 +80,6 @@ impl Game {
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debug_mode: false,
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map_texture,
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text_texture,
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debug_text_texture,
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audio,
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atlas,
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}
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@@ -92,7 +90,6 @@ impl Game {
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if keycode == Keycode::M {
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self.audio.set_mute(!self.audio.is_muted());
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return;
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}
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}
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@@ -122,7 +119,6 @@ impl Game {
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}
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fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> Result<()> {
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let score_text = self.score.to_string();
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let lives = 3;
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let score_text = format!("{:02}", self.score);
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let x_offset = 4;
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@@ -81,7 +81,7 @@ impl Map {
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// Iterate over the queue, adding nodes to the graph and connecting them to their neighbors
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while let Some(source_position) = queue.pop_front() {
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for &dir in DIRECTIONS.iter() {
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let new_position = source_position + dir.to_ivec2();
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let new_position = source_position + dir.as_ivec2();
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// Skip if the new position is out of bounds
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if new_position.x < 0
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@@ -114,7 +114,7 @@ impl Map {
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// Connect the new node to the source node
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let source_node_id = grid_to_node
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.get(&source_position)
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.expect(&format!("Source node not found for {source_position}"));
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.unwrap_or_else(|| panic!("Source node not found for {source_position}"));
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// Connect the new node to the source node
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graph
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@@ -129,7 +129,7 @@ impl Map {
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for dir in DIRECTIONS {
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// If the node doesn't have an edge in this direction, look for a neighbor in that direction
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if graph.adjacency_list[node_id].get(dir).is_none() {
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let neighbor = grid_pos + dir.to_ivec2();
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let neighbor = grid_pos + dir.as_ivec2();
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// If the neighbor exists, connect the node to it
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if let Some(&neighbor_id) = grid_to_node.get(&neighbor) {
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graph
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@@ -198,10 +198,10 @@ impl Map {
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let (house_entrance_node_id, house_entrance_node_position) = {
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// Translate the grid positions to the actual node ids
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let left_node = grid_to_node
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.get(&(house_door[0].expect("First house door position not acquired") + Direction::Left.to_ivec2()))
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.get(&(house_door[0].expect("First house door position not acquired") + Direction::Left.as_ivec2()))
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.expect("Left house door node not found");
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let right_node = grid_to_node
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.get(&(house_door[1].expect("Second house door position not acquired") + Direction::Right.to_ivec2()))
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.get(&(house_door[1].expect("Second house door position not acquired") + Direction::Right.as_ivec2()))
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.expect("Right house door node not found");
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// Calculate the position of the house node
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@@ -230,10 +230,10 @@ impl Map {
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// Place the nodes at, above, and below the center position
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let center_node_id = graph.add_node(Node { position: center_pos });
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let top_node_id = graph.add_node(Node {
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position: center_pos + (Direction::Up.to_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
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position: center_pos + (Direction::Up.as_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
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});
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let bottom_node_id = graph.add_node(Node {
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position: center_pos + (Direction::Down.to_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
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position: center_pos + (Direction::Down.as_ivec2() * (CELL_SIZE as i32 / 2)).as_vec2(),
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});
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// Connect the center node to the top and bottom nodes
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@@ -249,7 +249,7 @@ impl Map {
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// Calculate the position of the center line's center node
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let center_line_center_position =
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house_entrance_node_position + (Direction::Down.to_ivec2() * (3 * CELL_SIZE as i32)).as_vec2();
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house_entrance_node_position + (Direction::Down.as_ivec2() * (3 * CELL_SIZE as i32)).as_vec2();
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// Create the center line
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let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position);
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@@ -262,13 +262,13 @@ impl Map {
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// Create the left line
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let (left_center_node_id, _) = create_house_line(
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graph,
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center_line_center_position + (Direction::Left.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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center_line_center_position + (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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);
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// Create the right line
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let (right_center_node_id, _) = create_house_line(
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graph,
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center_line_center_position + (Direction::Right.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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center_line_center_position + (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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);
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debug!("Left center node id: {left_center_node_id}");
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@@ -300,7 +300,7 @@ impl Map {
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Direction::Left,
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Node {
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position: left_tunnel_entrance_node.position
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+ (Direction::Left.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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+ (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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},
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)
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.expect("Failed to connect left tunnel entrance to left tunnel hidden node")
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@@ -319,7 +319,7 @@ impl Map {
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Direction::Right,
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Node {
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position: right_tunnel_entrance_node.position
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+ (Direction::Right.to_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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+ (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
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},
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)
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.expect("Failed to connect right tunnel entrance to right tunnel hidden node")
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@@ -35,7 +35,7 @@ impl AnimatedTexture {
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}
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, dest: Rect) -> Result<()> {
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let mut tile = self.current_tile().clone();
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let mut tile = *self.current_tile();
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tile.render(canvas, atlas, dest)
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}
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}
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@@ -1,3 +1,4 @@
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#![allow(dead_code)]
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use crate::texture::sprite::AtlasTile;
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#[derive(Clone)]
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@@ -76,15 +76,30 @@ impl SpriteAtlas {
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})
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}
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#[allow(dead_code)]
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pub fn set_color(&mut self, color: Color) {
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self.default_color = Some(color);
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}
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#[allow(dead_code)]
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pub fn texture(&self) -> &Texture<'static> {
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&self.texture
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}
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}
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/// Converts a `Texture` to a `Texture<'static>` using transmute.
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///
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/// # Safety
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///
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/// This function is unsafe because it uses `std::mem::transmute` to change the lifetime
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/// of the texture from the original lifetime to `'static`. The caller must ensure that:
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///
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/// - The original `Texture` will live for the entire duration of the program
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/// - No references to the original texture exist that could become invalid
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/// - The texture is not dropped while still being used as a `'static` reference
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///
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/// This is typically used when you have a texture that you know will live for the entire
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/// program duration and need to store it in a structure that requires a `'static` lifetime.
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pub unsafe fn texture_to_static(texture: Texture) -> Texture<'static> {
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std::mem::transmute(texture)
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}
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@@ -1,3 +1,5 @@
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#![allow(dead_code)]
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//! This module provides text rendering using the texture atlas.
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//!
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//! The TextTexture system renders text from the atlas using character mapping.
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