feat: pathfinding for ghosts, add debug rendering of paths

This commit is contained in:
2025-08-11 15:25:39 -05:00
parent ad2ec35bfb
commit d9c8f97903
4 changed files with 216 additions and 0 deletions

View File

@@ -173,12 +173,65 @@ impl Game {
if self.debug_mode {
self.map
.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.atlas, cursor_pos);
self.render_pathfinding_debug(canvas)?;
}
self.draw_hud(canvas)?;
canvas.present();
Ok(())
}
/// Renders pathfinding debug lines from each ghost to Pac-Man.
///
/// Each ghost's path is drawn in its respective color with a small offset
/// to prevent overlapping lines.
fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> Result<()> {
let pacman_node = self.pacman.current_node_id();
for (i, ghost) in self.ghosts.iter().enumerate() {
if let Some(path) = ghost.calculate_path_to_target(&self.map.graph, pacman_node) {
if path.len() < 2 {
continue; // Skip if path is too short
}
// Set the ghost's color
canvas.set_draw_color(ghost.debug_color());
// Calculate offset based on ghost index to prevent overlapping lines
let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
// Calculate a consistent offset direction for the entire path
let first_node = self.map.graph.get_node(path[0]).unwrap();
let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
let first_pos = first_node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
let last_pos = last_node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
// Use the overall direction from start to end to determine the perpendicular offset
let overall_dir = (last_pos - first_pos).normalize();
let perp_dir = glam::Vec2::new(-overall_dir.y, overall_dir.x);
// Calculate offset positions for all nodes using the same perpendicular direction
let mut offset_positions = Vec::new();
for &node_id in &path {
let node = self.map.graph.get_node(node_id).unwrap();
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
offset_positions.push(pos + perp_dir * offset);
}
// Draw lines between the offset positions
for window in offset_positions.windows(2) {
canvas
.draw_line(
(window[0].x as i32, window[0].y as i32),
(window[1].x as i32, window[1].y as i32),
)
.map_err(anyhow::Error::msg)?;
}
}
}
Ok(())
}
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> Result<()> {
let lives = 3;
let score_text = format!("{:02}", self.score);