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https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 02:12:29 -06:00
feat: pathfinding for ghosts, add debug rendering of paths
This commit is contained in:
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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