refactor: improve representation of movement system

This commit is contained in:
2025-08-15 12:50:07 -05:00
parent bd811ee783
commit de86f383bf
8 changed files with 259 additions and 231 deletions

View File

@@ -1,8 +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::{EdgePermissions, Graph, Node};
use crate::entity::graph::{Graph, Node, TraversalFlags};
use crate::map::parser::MapTileParser;
use crate::map::render::MapRenderer;
use crate::systems::components::NodeId;
@@ -166,44 +165,6 @@ impl Map {
})
}
/// Generates Item entities for pellets and energizers from the parsed map.
// pub fn generate_items(&self, atlas: &SpriteAtlas) -> GameResult<Vec<Item>> {
// // Pre-load sprites to avoid repeated texture lookups
// let pellet_sprite = SpriteAtlas::get_tile(atlas, "maze/pellet.png")
// .ok_or_else(|| MapError::InvalidConfig("Pellet texture not found".to_string()))?;
// let energizer_sprite = SpriteAtlas::get_tile(atlas, "maze/energizer.png")
// .ok_or_else(|| MapError::InvalidConfig("Energizer texture not found".to_string()))?;
// // Pre-allocate with estimated capacity (typical Pac-Man maps have ~240 pellets + 4 energizers)
// let mut items = Vec::with_capacity(250);
// // Parse the raw board once
// let parsed_map = MapTileParser::parse_board(RAW_BOARD)?;
// let map = parsed_map.tiles;
// // Iterate through the map and collect items more efficiently
// for (x, row) in map.iter().enumerate() {
// for (y, tile) in row.iter().enumerate() {
// match tile {
// MapTile::Pellet | MapTile::PowerPellet => {
// let grid_pos = IVec2::new(x as i32, y as i32);
// if let Some(&node_id) = self.grid_to_node.get(&grid_pos) {
// let (item_type, sprite) = match tile {
// MapTile::Pellet => (ItemType::Pellet, Sprite::new(pellet_sprite)),
// MapTile::PowerPellet => (ItemType::Energizer, Sprite::new(energizer_sprite)),
// _ => unreachable!(), // We already filtered for these types
// };
// items.push(Item::new(node_id, item_type, sprite));
// }
// }
// _ => {}
// }
// }
// }
// Ok(items)
// }
/// Renders a debug visualization with cursor-based highlighting.
///
/// This function provides interactive debugging by highlighting the nearest node
@@ -304,7 +265,7 @@ impl Map {
false,
None,
Direction::Down,
EdgePermissions::GhostsOnly,
TraversalFlags::GHOST,
)
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {e}")))?;
@@ -315,7 +276,7 @@ impl Map {
false,
None,
Direction::Up,
EdgePermissions::GhostsOnly,
TraversalFlags::GHOST,
)
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {e}")))?;