mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 10:12:33 -06:00
feat: pathfinding for ghosts, add debug rendering of paths
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@@ -5,6 +5,7 @@
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//! a traverser and display directional animated textures.
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use glam::Vec2;
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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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@@ -175,6 +176,40 @@ impl Ghost {
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Vec2::new(pos.x + BOARD_PIXEL_OFFSET.x as f32, pos.y + BOARD_PIXEL_OFFSET.y as f32)
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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 None if no path exists.
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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) -> Option<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)
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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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/// Renders the ghost at its current position.
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///
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/// Draws the appropriate directional sprite based on the ghost's
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@@ -111,6 +111,17 @@ impl Pacman {
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}
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}
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/// Returns the current node ID that Pac-Man is at or moving towards.
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///
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/// If Pac-Man is at a node, returns that node ID.
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/// If Pac-Man is between nodes, returns the node it's moving towards.
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pub fn current_node_id(&self) -> NodeId {
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match self.traverser.position {
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Position::AtNode(node_id) => node_id,
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Position::BetweenNodes { to, .. } => to,
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}
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}
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/// Renders Pac-Man to the canvas.
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///
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/// Calculates screen position, determines if Pac-Man is stopped,
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53
src/game.rs
53
src/game.rs
@@ -173,12 +173,65 @@ impl Game {
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if self.debug_mode {
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self.map
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.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.atlas, cursor_pos);
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self.render_pathfinding_debug(canvas)?;
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}
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self.draw_hud(canvas)?;
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canvas.present();
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Ok(())
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}
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/// Renders pathfinding debug lines from each ghost to Pac-Man.
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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>) -> Result<()> {
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let pacman_node = self.pacman.current_node_id();
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for (i, ghost) in self.ghosts.iter().enumerate() {
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if let Some(path) = ghost.calculate_path_to_target(&self.map.graph, pacman_node) {
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if path.len() < 2 {
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continue; // Skip if path is too short
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}
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// Set the ghost's color
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canvas.set_draw_color(ghost.debug_color());
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// Calculate offset based on ghost index to prevent overlapping lines
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let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
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// Calculate a consistent offset direction for the entire path
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let first_node = self.map.graph.get_node(path[0]).unwrap();
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let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
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let first_pos = first_node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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let last_pos = last_node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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// Use the overall direction from start to end to determine the perpendicular offset
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let overall_dir = (last_pos - first_pos).normalize();
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let perp_dir = glam::Vec2::new(-overall_dir.y, overall_dir.x);
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// Calculate offset positions for all nodes using the same perpendicular direction
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let mut offset_positions = Vec::new();
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for &node_id in &path {
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let node = self.map.graph.get_node(node_id).unwrap();
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let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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offset_positions.push(pos + perp_dir * offset);
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}
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// Draw lines between the offset positions
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for window in offset_positions.windows(2) {
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canvas
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.draw_line(
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(window[0].x as i32, window[0].y as i32),
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(window[1].x as i32, window[1].y as i32),
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)
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.map_err(anyhow::Error::msg)?;
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}
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}
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}
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Ok(())
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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 lives = 3;
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let score_text = format!("{:02}", self.score);
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