mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-09 10:07:58 -06:00
refactor: build decoupled input processing & add event queue system
This commit is contained in:
@@ -1,16 +1,12 @@
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//! This module contains the main game logic and state.
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use glam::{UVec2, Vec2};
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use rand::{rngs::SmallRng, Rng, SeedableRng};
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use sdl2::{
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keyboard::Keycode,
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pixels::Color,
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render::{Canvas, RenderTarget, Texture, TextureCreator},
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video::WindowContext,
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};
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use sdl2::pixels::Color;
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use sdl2::render::{Canvas, Texture, TextureCreator};
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use sdl2::video::WindowContext;
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use crate::entity::r#trait::Entity;
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use crate::error::{EntityError, GameError, GameResult};
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use crate::error::GameResult;
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use crate::entity::{
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collision::{Collidable, CollisionSystem, EntityId},
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@@ -21,15 +17,18 @@ use crate::entity::{
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use crate::map::render::MapRenderer;
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use crate::{constants, texture::sprite::SpriteAtlas};
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use self::events::GameEvent;
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use self::state::GameState;
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pub mod events;
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pub mod state;
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use state::GameState;
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/// The `Game` struct is the main entry point for the game.
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///
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/// It contains the game's state and logic, and is responsible for
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/// handling user input, updating the game state, and rendering the game.
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pub struct Game {
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state: GameState,
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state: state::GameState,
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}
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impl Game {
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@@ -39,16 +38,38 @@ impl Game {
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Ok(Game { state })
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}
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pub fn keyboard_event(&mut self, keycode: Keycode) {
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self.state.pacman.handle_key(keycode);
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pub fn post_event(&mut self, event: GameEvent) {
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self.state.event_queue.push_back(event);
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}
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if keycode == Keycode::M {
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self.state.audio.set_mute(!self.state.audio.is_muted());
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fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
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use crate::input::commands::GameCommand;
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match command {
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GameCommand::MovePlayer(direction) => {
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self.state.pacman.set_next_direction(direction);
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}
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GameCommand::ToggleDebug => {
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self.toggle_debug_mode();
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}
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GameCommand::MuteAudio => {
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let is_muted = self.state.audio.is_muted();
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self.state.audio.set_mute(!is_muted);
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}
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GameCommand::ResetLevel => {
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if let Err(e) = self.reset_game_state() {
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tracing::error!("Failed to reset game state: {}", e);
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}
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}
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GameCommand::Exit | GameCommand::TogglePause => {
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// These are handled in app.rs
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}
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}
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}
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if keycode == Keycode::R {
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if let Err(e) = self.reset_game_state() {
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tracing::error!("Failed to reset game state: {}", e);
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fn process_events(&mut self) {
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while let Some(event) = self.state.event_queue.pop_front() {
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match event {
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GameEvent::InputCommand(command) => self.handle_command(command),
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}
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}
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}
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@@ -94,6 +115,7 @@ impl Game {
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}
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pub fn tick(&mut self, dt: f32) {
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self.process_events();
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self.state.pacman.tick(dt, &self.state.map.graph);
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// Update all ghosts
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@@ -170,14 +192,14 @@ impl Game {
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self.state.ghost_ids.iter().position(|&id| id == entity_id)
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}
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pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
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pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
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// Only render the map texture once and cache it
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if !self.state.map_rendered {
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let mut map_texture = self
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.state
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.texture_creator
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.create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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canvas
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.with_texture_canvas(&mut map_texture, |map_canvas| {
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@@ -189,7 +211,7 @@ impl Game {
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}
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MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
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})
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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self.state.map_texture = Some(map_texture);
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self.state.map_rendered = true;
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}
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@@ -220,12 +242,12 @@ impl Game {
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tracing::error!("Failed to render pacman: {}", e);
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}
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})
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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Ok(())
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}
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pub fn present_backbuffer<T: RenderTarget>(
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pub fn present_backbuffer<T: sdl2::render::RenderTarget>(
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&mut self,
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canvas: &mut Canvas<T>,
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backbuffer: &Texture,
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@@ -233,7 +255,7 @@ impl Game {
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) -> GameResult<()> {
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canvas
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.copy(backbuffer, None, None)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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if self.state.debug_mode {
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if let Err(e) =
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self.state
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@@ -253,7 +275,7 @@ impl Game {
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///
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/// Each ghost's path is drawn in its respective color with a small offset
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/// to prevent overlapping lines.
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fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
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fn render_pathfinding_debug<T: sdl2::render::RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
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let pacman_node = self.state.pacman.current_node_id();
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for ghost in self.state.ghosts.iter() {
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@@ -274,10 +296,10 @@ impl Game {
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// Use the overall direction from start to end to determine the perpendicular offset
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let offset = match ghost.ghost_type {
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GhostType::Blinky => Vec2::new(0.25, 0.5),
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GhostType::Pinky => Vec2::new(-0.25, -0.25),
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GhostType::Inky => Vec2::new(0.5, -0.5),
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GhostType::Clyde => Vec2::new(-0.5, 0.25),
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GhostType::Blinky => glam::Vec2::new(0.25, 0.5),
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GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
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GhostType::Inky => glam::Vec2::new(0.5, -0.5),
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GhostType::Clyde => glam::Vec2::new(-0.5, 0.25),
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} * 5.0;
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// Calculate offset positions for all nodes using the same perpendicular direction
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@@ -288,7 +310,7 @@ impl Game {
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.map
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.graph
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.get_node(node_id)
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.ok_or(GameError::Entity(EntityError::NodeNotFound(node_id)))?;
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.ok_or(crate::error::EntityError::NodeNotFound(node_id))?;
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let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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offset_positions.push(pos + offset);
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}
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@@ -304,7 +326,7 @@ impl Game {
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// Draw the line
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canvas
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.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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.map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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}
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}
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}
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@@ -313,7 +335,7 @@ impl Game {
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Ok(())
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}
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fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
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fn draw_hud<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
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let lives = 3;
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let score_text = format!("{:02}", self.state.score);
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let x_offset = 4;
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@@ -325,7 +347,7 @@ impl Game {
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canvas,
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&mut self.state.atlas,
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&format!("{lives}UP HIGH SCORE "),
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UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
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glam::UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
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) {
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tracing::error!("Failed to render HUD text: {}", e);
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}
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@@ -333,7 +355,7 @@ impl Game {
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canvas,
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&mut self.state.atlas,
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&score_text,
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UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
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glam::UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
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) {
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tracing::error!("Failed to render score text: {}", e);
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}
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