mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-07 16:07:54 -06:00
refactor: remove dead code, move direction & graph into 'map' module
This commit is contained in:
@@ -1,128 +0,0 @@
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// use smallvec::SmallVec;
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// use std::collections::HashMap;
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// use crate::entity::{graph::NodeId, traversal::Position};
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// /// Trait for entities that can participate in collision detection.
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// pub trait Collidable {
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// /// Returns the current position of this entity.
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// fn position(&self) -> Position;
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// /// Checks if this entity is colliding with another entity.
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// #[allow(dead_code)]
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// fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
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// positions_overlap(&self.position(), &other.position())
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// }
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// }
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// /// System for tracking entities by their positions for efficient collision detection.
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// #[derive(Default)]
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// pub struct CollisionSystem {
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// /// Maps node IDs to lists of entity IDs that are at that node
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// node_entities: HashMap<NodeId, Vec<EntityId>>,
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// /// Maps entity IDs to their current positions
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// entity_positions: HashMap<EntityId, Position>,
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// /// Next available entity ID
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// next_id: EntityId,
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// }
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// /// Unique identifier for an entity in the collision system
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// pub type EntityId = u32;
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// impl CollisionSystem {
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// /// Registers an entity with the collision system and returns its ID
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// pub fn register_entity(&mut self, position: Position) -> EntityId {
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// let id = self.next_id;
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// self.next_id += 1;
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// self.entity_positions.insert(id, position);
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// self.update_node_entities(id, position);
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// id
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// }
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// /// Updates an entity's position
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// pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
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// if let Some(old_position) = self.entity_positions.get(&entity_id) {
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// // Remove from old nodes
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// self.remove_from_nodes(entity_id, *old_position);
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// }
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// // Update position and add to new nodes
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// self.entity_positions.insert(entity_id, new_position);
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// self.update_node_entities(entity_id, new_position);
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// }
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// /// Removes an entity from the collision system
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// #[allow(dead_code)]
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// pub fn remove_entity(&mut self, entity_id: EntityId) {
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// if let Some(position) = self.entity_positions.remove(&entity_id) {
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// self.remove_from_nodes(entity_id, position);
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// }
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// }
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// /// Gets all entity IDs at a specific node
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// pub fn entities_at_node(&self, node: NodeId) -> &[EntityId] {
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// self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
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// }
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// /// Gets all entity IDs that could collide with an entity at the given position
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// pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
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// let mut collisions = Vec::new();
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// let nodes = get_nodes(position);
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// for node in nodes {
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// collisions.extend(self.entities_at_node(node));
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// }
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// // Remove duplicates
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// collisions.sort_unstable();
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// collisions.dedup();
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// collisions
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// }
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// /// Updates the node_entities map when an entity's position changes
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// fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
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// let nodes = get_nodes(&position);
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// for node in nodes {
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// self.node_entities.entry(node).or_default().push(entity_id);
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// }
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// }
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// /// Removes an entity from all nodes it was previously at
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// fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
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// let nodes = get_nodes(&position);
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// for node in nodes {
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// if let Some(entities) = self.node_entities.get_mut(&node) {
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// entities.retain(|&id| id != entity_id);
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// if entities.is_empty() {
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// self.node_entities.remove(&node);
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// }
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// }
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// }
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// }
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// }
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// /// Checks if two positions overlap (entities are at the same location).
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// fn positions_overlap(a: &Position, b: &Position) -> bool {
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// let a_nodes = get_nodes(a);
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// let b_nodes = get_nodes(b);
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// // Check if any nodes overlap
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// a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
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// // TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
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// }
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// /// Gets all nodes that an entity is currently at or between.
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// fn get_nodes(pos: &Position) -> SmallVec<[NodeId; 2]> {
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// let mut nodes = SmallVec::new();
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// match pos {
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// Position::AtNode(node) => nodes.push(*node),
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// Position::BetweenNodes { from, to, .. } => {
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// nodes.push(*from);
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// nodes.push(*to);
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// }
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// }
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// nodes
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// }
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@@ -1,254 +0,0 @@
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// //! Ghost entity implementation.
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// //!
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// //! This module contains the ghost character logic, including movement,
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// //! animation, and rendering. Ghosts move through the game graph using
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// //! a traverser and display directional animated textures.
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// use pathfinding::prelude::dijkstra;
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// use rand::prelude::*;
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// use smallvec::SmallVec;
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// use tracing::error;
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// use crate::entity::{
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// collision::Collidable,
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// direction::Direction,
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// graph::{Edge, EdgePermissions, Graph, NodeId},
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// r#trait::Entity,
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// traversal::Traverser,
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// };
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// use crate::texture::animated::AnimatedTexture;
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// use crate::texture::directional::DirectionalAnimatedTexture;
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// use crate::texture::sprite::SpriteAtlas;
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// use crate::error::{EntityError, GameError, GameResult, TextureError};
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// /// Determines if a ghost can traverse a given edge.
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// ///
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// /// Ghosts can move through edges that allow all entities or ghost-only edges.
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// fn can_ghost_traverse(edge: Edge) -> bool {
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// matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
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// }
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// /// The four classic ghost types.
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// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
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// pub enum GhostType {
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// Blinky,
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// Pinky,
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// Inky,
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// Clyde,
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// }
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// impl GhostType {
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// /// Returns the ghost type name for atlas lookups.
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// pub fn as_str(self) -> &'static str {
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// match self {
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// GhostType::Blinky => "blinky",
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// GhostType::Pinky => "pinky",
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// GhostType::Inky => "inky",
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// GhostType::Clyde => "clyde",
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// }
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// }
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// /// Returns the base movement speed for this ghost type.
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// pub fn base_speed(self) -> f32 {
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// match self {
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// GhostType::Blinky => 1.0,
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// GhostType::Pinky => 0.95,
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// GhostType::Inky => 0.9,
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// GhostType::Clyde => 0.85,
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// }
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// }
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// }
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// /// A ghost entity that roams the game world.
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// ///
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// /// Ghosts move through the game world using a graph-based navigation system
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// /// and display directional animated sprites. They randomly choose directions
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// /// at each intersection.
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// pub struct Ghost {
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// /// Handles movement through the game graph
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// pub traverser: Traverser,
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// /// The type of ghost (affects appearance and speed)
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// pub ghost_type: GhostType,
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// /// Manages directional animated textures for different movement states
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// texture: DirectionalAnimatedTexture,
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// /// Current movement speed
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// speed: f32,
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// }
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// impl Entity for Ghost {
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// fn traverser(&self) -> &Traverser {
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// &self.traverser
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// }
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// fn traverser_mut(&mut self) -> &mut Traverser {
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// &mut self.traverser
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// }
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// fn texture(&self) -> &DirectionalAnimatedTexture {
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// &self.texture
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// }
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// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
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// &mut self.texture
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// }
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// fn speed(&self) -> f32 {
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// self.speed
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// }
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// fn can_traverse(&self, edge: Edge) -> bool {
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// can_ghost_traverse(edge)
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// }
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// fn tick(&mut self, dt: f32, graph: &Graph) {
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// // Choose random direction when at a node
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// if self.traverser.position.is_at_node() {
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// self.choose_random_direction(graph);
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// }
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// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
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// error!("Ghost movement error: {}", e);
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// }
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// self.texture.tick(dt);
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// }
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// }
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// impl Ghost {
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// /// Creates a new ghost instance at the specified starting node.
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// ///
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// /// Sets up animated textures for all four directions with moving and stopped states.
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// /// The moving animation cycles through two sprite variants.
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// pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
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// let mut textures = [None, None, None, None];
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// let mut stopped_textures = [None, None, None, None];
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// for direction in Direction::DIRECTIONS {
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// let moving_prefix = match direction {
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// Direction::Up => "up",
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// Direction::Down => "down",
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// Direction::Left => "left",
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// Direction::Right => "right",
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// };
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// let moving_tiles = vec![
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// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
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// .ok_or_else(|| {
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// GameError::Texture(TextureError::AtlasTileNotFound(format!(
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// "ghost/{}/{}_{}.png",
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// ghost_type.as_str(),
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// moving_prefix,
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// "a"
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// )))
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// })?,
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// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
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// .ok_or_else(|| {
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// GameError::Texture(TextureError::AtlasTileNotFound(format!(
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// "ghost/{}/{}_{}.png",
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// ghost_type.as_str(),
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// moving_prefix,
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// "b"
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// )))
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// })?,
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// ];
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// let stopped_tiles =
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// vec![
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// SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
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// .ok_or_else(|| {
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// GameError::Texture(TextureError::AtlasTileNotFound(format!(
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// "ghost/{}/{}_{}.png",
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// ghost_type.as_str(),
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// moving_prefix,
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// "a"
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// )))
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// })?,
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// ];
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// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
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// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
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// }
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// Ok(Self {
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// traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
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// ghost_type,
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// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
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// speed: ghost_type.base_speed(),
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// })
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// }
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// /// Chooses a random available direction at the current intersection.
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// fn choose_random_direction(&mut self, graph: &Graph) {
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// let current_node = self.traverser.position.from_node_id();
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// let intersection = &graph.adjacency_list[current_node];
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// // Collect all available directions
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// let mut available_directions = SmallVec::<[_; 4]>::new();
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// for direction in Direction::DIRECTIONS {
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// if let Some(edge) = intersection.get(direction) {
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// if can_ghost_traverse(edge) {
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// available_directions.push(direction);
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// }
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// }
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// }
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// // Choose a random direction (avoid reversing unless necessary)
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// if !available_directions.is_empty() {
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// let mut rng = SmallRng::from_os_rng();
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// // Filter out the opposite direction if possible, but allow it if we have limited options
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// let opposite = self.traverser.direction.opposite();
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// let filtered_directions: Vec<_> = available_directions
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// .iter()
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// .filter(|&&dir| dir != opposite || available_directions.len() <= 2)
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// .collect();
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// if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
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// self.traverser.set_next_direction(*random_direction);
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// }
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// }
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// }
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// /// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
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// ///
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// /// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
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// /// The path includes the current node and the target node.
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// pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
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// let start_node = self.traverser.position.from_node_id();
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// // Use Dijkstra's algorithm to find the shortest path
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// let result = dijkstra(
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// &start_node,
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// |&node_id| {
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// // Get all edges from the current node
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// graph.adjacency_list[node_id]
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// .edges()
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// .filter(|edge| can_ghost_traverse(*edge))
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// .map(|edge| (edge.target, (edge.distance * 100.0) as u32))
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// .collect::<Vec<_>>()
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// },
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// |&node_id| node_id == target,
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// );
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// result.map(|(path, _cost)| path).ok_or_else(|| {
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// GameError::Entity(EntityError::PathfindingFailed(format!(
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// "No path found from node {} to target {}",
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// start_node, target
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// )))
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// })
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// }
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// /// Returns the ghost's color for debug rendering.
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// pub fn debug_color(&self) -> sdl2::pixels::Color {
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// match self.ghost_type {
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// GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
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// GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
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// GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
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// GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
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// }
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// }
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// }
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// impl Collidable for Ghost {
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// fn position(&self) -> crate::entity::traversal::Position {
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// self.traverser.position
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// }
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// }
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@@ -1,117 +0,0 @@
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// use crate::{
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// constants,
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// entity::{collision::Collidable, graph::Graph},
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// error::{EntityError, GameResult},
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// texture::sprite::{Sprite, SpriteAtlas},
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// };
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// use sdl2::render::{Canvas, RenderTarget};
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// use strum_macros::{EnumCount, EnumIter};
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// #[derive(Debug, Clone, Copy, PartialEq, Eq)]
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// pub enum ItemType {
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// Pellet,
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// Energizer,
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// #[allow(dead_code)]
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// Fruit {
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// kind: FruitKind,
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// },
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// }
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// impl ItemType {
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// pub fn get_score(self) -> u32 {
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// match self {
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// ItemType::Pellet => 10,
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// ItemType::Energizer => 50,
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// ItemType::Fruit { kind } => kind.get_score(),
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// }
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// }
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// }
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// #[derive(Debug, Clone, Copy, PartialEq, Eq, EnumIter, EnumCount)]
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// #[allow(dead_code)]
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// pub enum FruitKind {
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// Apple,
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// Strawberry,
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// Orange,
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// Melon,
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// Bell,
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// Key,
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// Galaxian,
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// }
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// impl FruitKind {
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// #[allow(dead_code)]
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// pub fn index(self) -> u8 {
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// match self {
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// FruitKind::Apple => 0,
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// FruitKind::Strawberry => 1,
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// FruitKind::Orange => 2,
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// FruitKind::Melon => 3,
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// FruitKind::Bell => 4,
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// FruitKind::Key => 5,
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// FruitKind::Galaxian => 6,
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// }
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// }
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// pub fn get_score(self) -> u32 {
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// match self {
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// FruitKind::Apple => 100,
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// FruitKind::Strawberry => 300,
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// FruitKind::Orange => 500,
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// FruitKind::Melon => 700,
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// FruitKind::Bell => 1000,
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// FruitKind::Key => 2000,
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// FruitKind::Galaxian => 3000,
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// }
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// }
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// }
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// pub struct Item {
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// pub node_index: usize,
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||||
// pub item_type: ItemType,
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||||
// pub sprite: Sprite,
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||||
// pub collected: bool,
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||||
// }
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||||
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||||
// impl Item {
|
||||
// pub fn new(node_index: usize, item_type: ItemType, sprite: Sprite) -> Self {
|
||||
// Self {
|
||||
// node_index,
|
||||
// item_type,
|
||||
// sprite,
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||||
// collected: false,
|
||||
// }
|
||||
// }
|
||||
|
||||
// pub fn is_collected(&self) -> bool {
|
||||
// self.collected
|
||||
// }
|
||||
|
||||
// pub fn collect(&mut self) {
|
||||
// self.collected = true;
|
||||
// }
|
||||
|
||||
// pub fn get_score(&self) -> u32 {
|
||||
// self.item_type.get_score()
|
||||
// }
|
||||
|
||||
// pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
||||
// if self.collected {
|
||||
// return Ok(());
|
||||
// }
|
||||
|
||||
// let node = graph
|
||||
// .get_node(self.node_index)
|
||||
// .ok_or(EntityError::NodeNotFound(self.node_index))?;
|
||||
// let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
// self.sprite.render(canvas, atlas, position)?;
|
||||
// Ok(())
|
||||
// }
|
||||
// }
|
||||
|
||||
// impl Collidable for Item {
|
||||
// fn position(&self) -> crate::entity::traversal::Position {
|
||||
// crate::entity::traversal::Position::AtNode(self.node_index)
|
||||
// }
|
||||
// }
|
||||
@@ -1,7 +0,0 @@
|
||||
pub mod collision;
|
||||
pub mod direction;
|
||||
pub mod ghost;
|
||||
pub mod graph;
|
||||
pub mod item;
|
||||
pub mod pacman;
|
||||
pub mod r#trait;
|
||||
@@ -1,115 +0,0 @@
|
||||
// //! Pac-Man entity implementation.
|
||||
// //!
|
||||
// //! This module contains the main player character logic, including movement,
|
||||
// //! animation, and rendering. Pac-Man moves through the game graph using
|
||||
// //! a traverser and displays directional animated textures.
|
||||
|
||||
// use crate::entity::{
|
||||
// collision::Collidable,
|
||||
// direction::Direction,
|
||||
// graph::{Edge, EdgePermissions, Graph, NodeId},
|
||||
// r#trait::Entity,
|
||||
// traversal::Traverser,
|
||||
// };
|
||||
// use crate::texture::animated::AnimatedTexture;
|
||||
// use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
// use crate::texture::sprite::SpriteAtlas;
|
||||
// use tracing::error;
|
||||
|
||||
// use crate::error::{GameError, GameResult, TextureError};
|
||||
|
||||
// /// Determines if Pac-Man can traverse a given edge.
|
||||
// ///
|
||||
// /// Pac-Man can only move through edges that allow all entities.
|
||||
// fn can_pacman_traverse(edge: Edge) -> bool {
|
||||
// matches!(edge.permissions, EdgePermissions::All)
|
||||
// }
|
||||
|
||||
// /// The main player character entity.
|
||||
// ///
|
||||
// /// Pac-Man moves through the game world using a graph-based navigation system
|
||||
// /// and displays directional animated sprites based on movement state.
|
||||
// pub struct Pacman {
|
||||
// /// Handles movement through the game graph
|
||||
// pub traverser: Traverser,
|
||||
// /// Manages directional animated textures for different movement states
|
||||
// texture: DirectionalAnimatedTexture,
|
||||
// }
|
||||
|
||||
// impl Entity for Pacman {
|
||||
// fn traverser(&self) -> &Traverser {
|
||||
// &self.traverser
|
||||
// }
|
||||
|
||||
// fn traverser_mut(&mut self) -> &mut Traverser {
|
||||
// &mut self.traverser
|
||||
// }
|
||||
|
||||
// fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||
// &self.texture
|
||||
// }
|
||||
|
||||
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||
// &mut self.texture
|
||||
// }
|
||||
|
||||
// fn speed(&self) -> f32 {
|
||||
// 1.125
|
||||
// }
|
||||
|
||||
// fn can_traverse(&self, edge: Edge) -> bool {
|
||||
// can_pacman_traverse(edge)
|
||||
// }
|
||||
|
||||
// fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||
// if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
|
||||
// error!("Pac-Man movement error: {}", e);
|
||||
// }
|
||||
// self.texture.tick(dt);
|
||||
// }
|
||||
// }
|
||||
|
||||
// impl Pacman {
|
||||
// /// Creates a new Pac-Man instance at the specified starting node.
|
||||
// ///
|
||||
// /// Sets up animated textures for all four directions with moving and stopped states.
|
||||
// /// The moving animation cycles through open mouth, closed mouth, and full sprites.
|
||||
// pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
|
||||
// let mut textures = [None, None, None, None];
|
||||
// let mut stopped_textures = [None, None, None, None];
|
||||
|
||||
// for direction in Direction::DIRECTIONS {
|
||||
// let moving_prefix = match direction {
|
||||
// Direction::Up => "pacman/up",
|
||||
// Direction::Down => "pacman/down",
|
||||
// Direction::Left => "pacman/left",
|
||||
// Direction::Right => "pacman/right",
|
||||
// };
|
||||
// let moving_tiles = vec![
|
||||
// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
|
||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
|
||||
// SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
|
||||
// SpriteAtlas::get_tile(atlas, "pacman/full.png")
|
||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
|
||||
// ];
|
||||
|
||||
// let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
|
||||
// .ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
|
||||
|
||||
// textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
|
||||
// stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||
// }
|
||||
|
||||
// Ok(Self {
|
||||
// traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
|
||||
// texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||
// })
|
||||
// }
|
||||
// }
|
||||
|
||||
// impl Collidable for Pacman {
|
||||
// fn position(&self) -> crate::entity::traversal::Position {
|
||||
// self.traverser.position
|
||||
// }
|
||||
// }
|
||||
@@ -1,114 +0,0 @@
|
||||
// //! Entity trait for common movement and rendering functionality.
|
||||
// //!
|
||||
// //! This module defines a trait that captures the shared behavior between
|
||||
// //! different game entities like Ghosts and Pac-Man, including movement,
|
||||
// //! rendering, and position calculations.
|
||||
|
||||
// use glam::Vec2;
|
||||
// use sdl2::render::{Canvas, RenderTarget};
|
||||
|
||||
// use crate::entity::direction::Direction;
|
||||
// use crate::entity::graph::{Edge, Graph, NodeId};
|
||||
// use crate::entity::traversal::{Position, Traverser};
|
||||
// use crate::error::{EntityError, GameError, GameResult, TextureError};
|
||||
// use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
// use crate::texture::sprite::SpriteAtlas;
|
||||
|
||||
// /// Trait defining common functionality for game entities that move through the graph.
|
||||
// ///
|
||||
// /// This trait provides a unified interface for entities that:
|
||||
// /// - Move through the game graph using a traverser
|
||||
// /// - Render using directional animated textures
|
||||
// /// - Have position calculations and movement speed
|
||||
// #[allow(dead_code)]
|
||||
// pub trait Entity {
|
||||
// /// Returns a reference to the entity's traverser for movement control.
|
||||
// fn traverser(&self) -> &Traverser;
|
||||
|
||||
// /// Returns a mutable reference to the entity's traverser for movement control.
|
||||
// fn traverser_mut(&mut self) -> &mut Traverser;
|
||||
|
||||
// /// Returns a reference to the entity's directional animated texture.
|
||||
// fn texture(&self) -> &DirectionalAnimatedTexture;
|
||||
|
||||
// /// Returns a mutable reference to the entity's directional animated texture.
|
||||
// fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture;
|
||||
|
||||
// /// Returns the movement speed multiplier for this entity.
|
||||
// fn speed(&self) -> f32;
|
||||
|
||||
// /// Determines if this entity can traverse a given edge.
|
||||
// fn can_traverse(&self, edge: Edge) -> bool;
|
||||
|
||||
// /// Updates the entity's position and animation state.
|
||||
// ///
|
||||
// /// This method advances movement through the graph and updates texture animation.
|
||||
// fn tick(&mut self, dt: f32, graph: &Graph);
|
||||
|
||||
// /// Calculates the current pixel position in the game world.
|
||||
// ///
|
||||
// /// Converts the graph position to screen coordinates, accounting for
|
||||
// /// the board offset and centering the sprite.
|
||||
// fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
// let pos = match self.traverser().position {
|
||||
// Position::AtNode(node_id) => {
|
||||
// let node = graph.get_node(node_id).ok_or(EntityError::NodeNotFound(node_id))?;
|
||||
// node.position
|
||||
// }
|
||||
// Position::BetweenNodes { from, to, traversed } => {
|
||||
// let from_node = graph.get_node(from).ok_or(EntityError::NodeNotFound(from))?;
|
||||
// let to_node = graph.get_node(to).ok_or(EntityError::NodeNotFound(to))?;
|
||||
// let edge = graph.find_edge(from, to).ok_or(EntityError::EdgeNotFound { from, to })?;
|
||||
// from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
|
||||
// }
|
||||
// };
|
||||
|
||||
// Ok(Vec2::new(
|
||||
// pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
// pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
// ))
|
||||
// }
|
||||
|
||||
// /// Returns the current node ID that the entity is at or moving towards.
|
||||
// ///
|
||||
// /// If the entity is at a node, returns that node ID.
|
||||
// /// If the entity is between nodes, returns the node it's moving towards.
|
||||
// fn current_node_id(&self) -> NodeId {
|
||||
// match self.traverser().position {
|
||||
// Position::AtNode(node_id) => node_id,
|
||||
// Position::BetweenNodes { to, .. } => to,
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// Sets the next direction for the entity to take.
|
||||
// ///
|
||||
// /// The direction is buffered and will be applied at the next opportunity,
|
||||
// /// typically when the entity reaches a new node.
|
||||
// fn set_next_direction(&mut self, direction: Direction) {
|
||||
// self.traverser_mut().set_next_direction(direction);
|
||||
// }
|
||||
|
||||
// /// Renders the entity at its current position.
|
||||
// ///
|
||||
// /// Draws the appropriate directional sprite based on the entity's
|
||||
// /// current movement state and direction.
|
||||
// fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
|
||||
// let pixel_pos = self.get_pixel_pos(graph)?;
|
||||
// let dest = crate::helpers::centered_with_size(
|
||||
// glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
|
||||
// glam::UVec2::new(16, 16),
|
||||
// );
|
||||
|
||||
// if self.traverser().position.is_stopped() {
|
||||
// self.texture()
|
||||
// .render_stopped(canvas, atlas, dest, self.traverser().direction)
|
||||
// .map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
|
||||
// } else {
|
||||
// self.texture()
|
||||
// .render(canvas, atlas, dest, self.traverser().direction)
|
||||
// .map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
|
||||
// }
|
||||
|
||||
// Ok(())
|
||||
// }
|
||||
// }
|
||||
15
src/error.rs
15
src/error.rs
@@ -31,9 +31,6 @@ pub enum GameError {
|
||||
#[error("Entity error: {0}")]
|
||||
Entity(#[from] EntityError),
|
||||
|
||||
#[error("Game state error: {0}")]
|
||||
GameState(#[from] GameStateError),
|
||||
|
||||
#[error("SDL error: {0}")]
|
||||
Sdl(String),
|
||||
|
||||
@@ -51,6 +48,8 @@ pub enum GameError {
|
||||
pub enum AssetError {
|
||||
#[error("IO error: {0}")]
|
||||
Io(#[from] io::Error),
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[error("Asset not found: {0}")]
|
||||
NotFound(String),
|
||||
}
|
||||
@@ -109,18 +108,8 @@ pub enum EntityError {
|
||||
|
||||
#[error("Edge not found: from {from} to {to}")]
|
||||
EdgeNotFound { from: usize, to: usize },
|
||||
|
||||
#[error("Invalid movement: {0}")]
|
||||
InvalidMovement(String),
|
||||
|
||||
#[error("Pathfinding failed: {0}")]
|
||||
PathfindingFailed(String),
|
||||
}
|
||||
|
||||
/// Errors related to game state operations.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum GameStateError {}
|
||||
|
||||
/// Errors related to map operations.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum MapError {
|
||||
|
||||
@@ -1,9 +1,11 @@
|
||||
use bevy_ecs::prelude::*;
|
||||
use bevy_ecs::{entity::Entity, event::Event};
|
||||
|
||||
use crate::map::direction::Direction;
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum GameCommand {
|
||||
Exit,
|
||||
MovePlayer(crate::entity::direction::Direction),
|
||||
MovePlayer(Direction),
|
||||
ToggleDebug,
|
||||
MuteAudio,
|
||||
ResetLevel,
|
||||
|
||||
@@ -3,10 +3,10 @@
|
||||
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||
|
||||
use crate::constants::CANVAS_SIZE;
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::error::{GameError, GameResult, TextureError};
|
||||
use crate::events::GameEvent;
|
||||
use crate::map::builder::Map;
|
||||
use crate::map::direction::Direction;
|
||||
use crate::systems::blinking::Blinking;
|
||||
use crate::systems::movement::{BufferedDirection, Position, Velocity};
|
||||
use crate::systems::player::player_movement_system;
|
||||
@@ -48,8 +48,6 @@ use crate::{
|
||||
texture::sprite::{AtlasMapper, SpriteAtlas},
|
||||
};
|
||||
|
||||
pub mod state;
|
||||
|
||||
/// The `Game` struct is the main entry point for the game.
|
||||
///
|
||||
/// It contains the game's state and logic, and is responsible for
|
||||
@@ -1,153 +0,0 @@
|
||||
// use std::collections::VecDeque;
|
||||
|
||||
// use sdl2::{
|
||||
// image::LoadTexture,
|
||||
// render::{Texture, 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},
|
||||
// game::events::GameEvent,
|
||||
// map::builder::Map,
|
||||
// texture::{
|
||||
// sprite::{AtlasMapper, SpriteAtlas},
|
||||
// text::TextTexture,
|
||||
// },
|
||||
// };
|
||||
|
||||
// include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||
|
||||
// /// 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 paused: bool,
|
||||
|
||||
// pub score: u32,
|
||||
// pub map: Map,
|
||||
// pub pacman: Pacman,
|
||||
// pub pacman_id: EntityId,
|
||||
// pub ghosts: SmallVec<[Ghost; 4]>,
|
||||
// pub ghost_ids: SmallVec<[EntityId; 4]>,
|
||||
// pub items: Vec<Item>,
|
||||
// pub item_ids: Vec<EntityId>,
|
||||
// pub debug_mode: bool,
|
||||
// pub event_queue: VecDeque<GameEvent>,
|
||||
|
||||
// // Collision system
|
||||
// pub(crate) collision_system: CollisionSystem,
|
||||
|
||||
// // Rendering resources
|
||||
// pub(crate) atlas: SpriteAtlas,
|
||||
// pub(crate) text_texture: TextTexture,
|
||||
|
||||
// // Audio
|
||||
// pub audio: Audio,
|
||||
|
||||
// // Map texture pre-rendering
|
||||
// pub(crate) map_texture: Option<Texture<'static>>,
|
||||
// pub(crate) map_rendered: bool,
|
||||
// pub(crate) texture_creator: &'static TextureCreator<WindowContext>,
|
||||
// }
|
||||
|
||||
// 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 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_mapper = AtlasMapper {
|
||||
// frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
|
||||
// };
|
||||
// let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
|
||||
|
||||
// let text_texture = TextTexture::new(1.0);
|
||||
// let audio = Audio::new();
|
||||
// let pacman = Pacman::new(&map.graph, 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 item_ids = items
|
||||
// .iter()
|
||||
// .map(|item| collision_system.register_entity(item.position()))
|
||||
// .collect();
|
||||
|
||||
// // 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]>>>()?;
|
||||
|
||||
// // Register ghosts
|
||||
// let ghost_ids = ghosts
|
||||
// .iter()
|
||||
// .map(|ghost| collision_system.register_entity(ghost.position()))
|
||||
// .collect();
|
||||
|
||||
// Ok(Self {
|
||||
// paused: false,
|
||||
// map,
|
||||
// atlas,
|
||||
// pacman,
|
||||
// pacman_id,
|
||||
// ghosts,
|
||||
// ghost_ids,
|
||||
// items,
|
||||
// item_ids,
|
||||
// text_texture,
|
||||
// audio,
|
||||
// score: 0,
|
||||
// debug_mode: false,
|
||||
// collision_system,
|
||||
// map_texture: None,
|
||||
// map_rendered: false,
|
||||
// texture_creator,
|
||||
// event_queue: VecDeque::new(),
|
||||
// })
|
||||
// }
|
||||
// }
|
||||
@@ -1,10 +0,0 @@
|
||||
use glam::{IVec2, UVec2};
|
||||
use sdl2::rect::Rect;
|
||||
|
||||
pub fn centered_with_size(pixel_pos: IVec2, size: UVec2) -> Rect {
|
||||
// Ensure the position doesn't cause integer overflow when centering
|
||||
let x = pixel_pos.x.saturating_sub(size.x as i32 / 2);
|
||||
let y = pixel_pos.y.saturating_sub(size.y as i32 / 2);
|
||||
|
||||
Rect::new(x, y, size.x, size.y)
|
||||
}
|
||||
@@ -4,11 +4,9 @@ pub mod app;
|
||||
pub mod asset;
|
||||
pub mod audio;
|
||||
pub mod constants;
|
||||
pub mod entity;
|
||||
pub mod error;
|
||||
pub mod events;
|
||||
pub mod game;
|
||||
pub mod helpers;
|
||||
pub mod map;
|
||||
pub mod platform;
|
||||
pub mod systems;
|
||||
|
||||
@@ -10,11 +10,9 @@ mod asset;
|
||||
mod audio;
|
||||
mod constants;
|
||||
|
||||
mod entity;
|
||||
mod error;
|
||||
mod events;
|
||||
mod game;
|
||||
mod helpers;
|
||||
mod map;
|
||||
mod platform;
|
||||
mod systems;
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
//! Map construction and building functionality.
|
||||
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::graph::{Graph, Node, TraversalFlags};
|
||||
use crate::map::direction::Direction;
|
||||
use crate::map::graph::{Graph, Node, TraversalFlags};
|
||||
use crate::map::parser::MapTileParser;
|
||||
use crate::systems::movement::NodeId;
|
||||
use bevy_ecs::resource::Resource;
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
//! This module defines the game map and provides functions for interacting with it.
|
||||
|
||||
pub mod builder;
|
||||
pub mod direction;
|
||||
pub mod graph;
|
||||
pub mod layout;
|
||||
pub mod parser;
|
||||
pub mod render;
|
||||
|
||||
@@ -2,7 +2,7 @@ use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||
use bitflags::bitflags;
|
||||
|
||||
use crate::{
|
||||
entity::graph::TraversalFlags,
|
||||
map::graph::TraversalFlags,
|
||||
systems::movement::{BufferedDirection, Position, Velocity},
|
||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||
};
|
||||
@@ -41,6 +41,7 @@ impl Ghost {
|
||||
}
|
||||
|
||||
/// Returns the ghost's color for debug rendering.
|
||||
#[allow(dead_code)]
|
||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
match self {
|
||||
Ghost::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
|
||||
@@ -3,8 +3,11 @@ use rand::prelude::*;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::{
|
||||
entity::{direction::Direction, graph::Edge},
|
||||
map::builder::Map,
|
||||
map::{
|
||||
builder::Map,
|
||||
direction::Direction,
|
||||
graph::{Edge, TraversalFlags},
|
||||
},
|
||||
systems::{
|
||||
components::{DeltaTime, Ghost},
|
||||
movement::{Position, Velocity},
|
||||
@@ -32,9 +35,7 @@ pub fn ghost_movement_system(
|
||||
|
||||
// Collect all available directions that ghosts can traverse
|
||||
for edge in Direction::DIRECTIONS.iter().flat_map(|d| intersection.get(*d)) {
|
||||
if edge.traversal_flags.contains(crate::entity::graph::TraversalFlags::GHOST)
|
||||
&& edge.direction != opposite
|
||||
{
|
||||
if edge.traversal_flags.contains(TraversalFlags::GHOST) && edge.direction != opposite {
|
||||
non_opposite_options.push(edge);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,8 +10,8 @@ use sdl2::{event::Event, keyboard::Keycode, EventPump};
|
||||
|
||||
use crate::systems::components::DeltaTime;
|
||||
use crate::{
|
||||
entity::direction::Direction,
|
||||
events::{GameCommand, GameEvent},
|
||||
map::direction::Direction,
|
||||
};
|
||||
|
||||
#[derive(Resource, Default, Debug, Copy, Clone)]
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::graph::Graph;
|
||||
use crate::error::{EntityError, GameResult};
|
||||
use crate::map::direction::Direction;
|
||||
use crate::map::graph::Graph;
|
||||
use bevy_ecs::component::Component;
|
||||
use glam::Vec2;
|
||||
|
||||
|
||||
@@ -6,10 +6,10 @@ use bevy_ecs::{
|
||||
};
|
||||
|
||||
use crate::{
|
||||
entity::graph::Edge,
|
||||
error::GameError,
|
||||
events::{GameCommand, GameEvent},
|
||||
map::builder::Map,
|
||||
map::graph::Edge,
|
||||
systems::{
|
||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
||||
debug::DebugState,
|
||||
|
||||
@@ -7,6 +7,7 @@ use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
|
||||
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
@@ -99,9 +100,10 @@ pub fn render_system(
|
||||
let pos = position.get_pixel_position(&map.graph);
|
||||
match pos {
|
||||
Ok(pos) => {
|
||||
let dest = crate::helpers::centered_with_size(
|
||||
glam::IVec2::new(pos.x as i32, pos.y as i32),
|
||||
glam::UVec2::new(renderable.sprite.size.x as u32, renderable.sprite.size.y as u32),
|
||||
let dest = Rect::from_center(
|
||||
Point::from((pos.x as i32, pos.y as i32)),
|
||||
renderable.sprite.size.x as u32,
|
||||
renderable.sprite.size.y as u32,
|
||||
);
|
||||
|
||||
renderable
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
use glam::IVec2;
|
||||
use pacman::entity::direction::*;
|
||||
use pacman::map::direction::*;
|
||||
|
||||
#[test]
|
||||
fn test_direction_opposite() {
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
use pacman::entity::direction::Direction;
|
||||
use pacman::entity::graph::{Graph, Node, TraversalFlags};
|
||||
use pacman::map::direction::Direction;
|
||||
use pacman::map::graph::{Graph, Node, TraversalFlags};
|
||||
|
||||
fn create_test_graph() -> Graph {
|
||||
let mut graph = Graph::new();
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
use glam::{IVec2, UVec2};
|
||||
use pacman::helpers::centered_with_size;
|
||||
|
||||
#[test]
|
||||
fn test_centered_with_size() {
|
||||
let test_cases = [
|
||||
((100, 100), (50, 30), (75, 85)),
|
||||
((50, 50), (51, 31), (25, 35)),
|
||||
((0, 0), (100, 100), (-50, -50)),
|
||||
((-100, -50), (80, 40), (-140, -70)),
|
||||
((1000, 1000), (1000, 1000), (500, 500)),
|
||||
];
|
||||
|
||||
for ((pos_x, pos_y), (size_x, size_y), (expected_x, expected_y)) in test_cases {
|
||||
let rect = centered_with_size(IVec2::new(pos_x, pos_y), UVec2::new(size_x, size_y));
|
||||
assert_eq!(rect.origin(), (expected_x, expected_y));
|
||||
assert_eq!(rect.size(), (size_x, size_y));
|
||||
}
|
||||
}
|
||||
@@ -1,46 +0,0 @@
|
||||
// use glam::U16Vec2;
|
||||
// use pacman::texture::sprite::{AtlasTile, Sprite};
|
||||
|
||||
// #[test]
|
||||
// fn test_item_type_get_score() {
|
||||
// assert_eq!(ItemType::Pellet.get_score(), 10);
|
||||
// assert_eq!(ItemType::Energizer.get_score(), 50);
|
||||
|
||||
// let fruit = ItemType::Fruit { kind: FruitKind::Apple };
|
||||
// assert_eq!(fruit.get_score(), 100);
|
||||
// }
|
||||
|
||||
// #[test]
|
||||
// fn test_fruit_kind_increasing_score() {
|
||||
// // Build a list of fruit kinds, sorted by their index
|
||||
// let mut kinds = FruitKind::iter()
|
||||
// .map(|kind| (kind.index(), kind.get_score()))
|
||||
// .collect::<Vec<_>>();
|
||||
// kinds.sort_unstable_by_key(|(index, _)| *index);
|
||||
|
||||
// assert_eq!(kinds.len(), FruitKind::COUNT);
|
||||
|
||||
// // Check that the score increases as expected
|
||||
// for window in kinds.windows(2) {
|
||||
// let ((_, prev), (_, next)) = (window[0], window[1]);
|
||||
// assert!(prev < next, "Fruits should have increasing scores, but {prev:?} < {next:?}");
|
||||
// }
|
||||
// }
|
||||
|
||||
// #[test]
|
||||
// fn test_item_creation_and_collection() {
|
||||
// let atlas_tile = AtlasTile {
|
||||
// pos: U16Vec2::new(0, 0),
|
||||
// size: U16Vec2::new(16, 16),
|
||||
// color: None,
|
||||
// };
|
||||
// let sprite = Sprite::new(atlas_tile);
|
||||
// let mut item = Item::new(0, ItemType::Pellet, sprite);
|
||||
|
||||
// assert!(!item.is_collected());
|
||||
// assert_eq!(item.get_score(), 10);
|
||||
// assert_eq!(item.position().from_node_id(), 0);
|
||||
|
||||
// item.collect();
|
||||
// assert!(item.is_collected());
|
||||
// }
|
||||
Reference in New Issue
Block a user