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https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 20:07:53 -06:00
refactor: continue improving MovableEntity shared implementation
This commit is contained in:
116
src/entity.rs
116
src/entity.rs
@@ -1,5 +1,11 @@
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//! This module defines the `Entity` trait, which is implemented by all game
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//! objects that can be moved and rendered.
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use crate::{
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constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
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direction::Direction,
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map::Map,
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modulation::SimpleTickModulator,
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};
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use std::cell::RefCell;
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use std::rc::Rc;
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/// A trait for game objects that can be moved and rendered.
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pub trait Entity {
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@@ -7,7 +13,11 @@ pub trait Entity {
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fn base(&self) -> &MovableEntity;
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/// Returns true if the entity is colliding with the other entity.
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fn is_colliding(&self, other: &dyn Entity) -> bool;
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fn is_colliding(&self, other: &dyn Entity) -> bool {
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let (x, y) = self.base().pixel_position;
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let (other_x, other_y) = other.base().pixel_position;
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x == other_x && y == other_y
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}
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/// Ticks the entity, which updates its state and position.
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fn tick(&mut self);
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@@ -20,13 +30,15 @@ pub struct MovableEntity {
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/// The position of the entity on the board, in grid coordinates.
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pub cell_position: (u32, u32),
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/// The current direction of the entity.
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pub direction: crate::direction::Direction,
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pub direction: Direction,
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/// Movement speed (pixels per tick).
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pub speed: u32,
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/// Movement modulator for controlling speed.
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pub modulation: crate::modulation::SimpleTickModulator,
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pub modulation: SimpleTickModulator,
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/// Whether the entity is currently in a tunnel.
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pub in_tunnel: bool,
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/// Reference to the game map.
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pub map: Rc<RefCell<Map>>,
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}
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impl MovableEntity {
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@@ -34,9 +46,10 @@ impl MovableEntity {
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pub fn new(
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pixel_position: (i32, i32),
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cell_position: (u32, u32),
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direction: crate::direction::Direction,
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direction: Direction,
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speed: u32,
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modulation: crate::modulation::SimpleTickModulator,
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modulation: SimpleTickModulator,
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map: Rc<RefCell<Map>>,
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) -> Self {
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Self {
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pixel_position,
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@@ -45,21 +58,21 @@ impl MovableEntity {
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speed,
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modulation,
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in_tunnel: false,
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map,
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}
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}
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/// Returns the position within the current cell, in pixels.
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pub fn internal_position(&self) -> (u32, u32) {
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(
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self.pixel_position.0 as u32 % crate::constants::CELL_SIZE,
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self.pixel_position.1 as u32 % crate::constants::CELL_SIZE,
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self.pixel_position.0 as u32 % CELL_SIZE,
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self.pixel_position.1 as u32 % CELL_SIZE,
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)
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}
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/// Move the entity in its current direction by its speed.
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pub fn move_forward(&mut self) {
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let speed = self.speed as i32;
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use crate::direction::Direction;
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match self.direction {
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Direction::Right => self.pixel_position.0 += speed,
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Direction::Left => self.pixel_position.0 -= speed,
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@@ -67,4 +80,87 @@ impl MovableEntity {
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Direction::Down => self.pixel_position.1 += speed,
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}
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}
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/// Updates the cell position based on the current pixel position.
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pub fn update_cell_position(&mut self) {
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self.cell_position = (
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(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
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(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
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);
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}
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/// Calculates the next cell in the given direction.
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pub fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
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let (x, y) = direction.unwrap_or(self.direction).offset();
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(
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self.cell_position.0 as i32 + x,
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self.cell_position.1 as i32 + y,
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)
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}
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/// Returns true if the next cell in the given direction is a wall.
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pub fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
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let next_cell = self.next_cell(direction);
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matches!(self.map.borrow().get_tile(next_cell), Some(MapTile::Wall))
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}
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/// Handles tunnel movement and wrapping.
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/// Returns true if the entity is in a tunnel and was handled.
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pub fn handle_tunnel(&mut self) -> bool {
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if !self.in_tunnel {
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let current_tile = self
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.map
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.borrow()
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.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32));
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if matches!(current_tile, Some(MapTile::Tunnel)) {
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self.in_tunnel = true;
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}
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}
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if self.in_tunnel {
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// If out of bounds, teleport to the opposite side and exit tunnel
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if self.cell_position.0 == 0 {
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self.cell_position.0 = BOARD_WIDTH - 2;
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self.pixel_position =
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Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
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self.in_tunnel = false;
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true
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} else if self.cell_position.0 == BOARD_WIDTH - 1 {
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self.cell_position.0 = 1;
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self.pixel_position =
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Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
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self.in_tunnel = false;
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true
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} else {
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// Still in tunnel, keep moving
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true
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}
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} else {
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false
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}
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}
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/// Returns true if the entity is aligned with the grid.
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pub fn is_grid_aligned(&self) -> bool {
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self.internal_position() == (0, 0)
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}
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/// Attempts to set the direction if the next cell is not a wall.
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/// Returns true if the direction was changed.
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pub fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
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if new_direction == self.direction {
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return false;
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}
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if self.is_wall_ahead(Some(new_direction)) {
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return false;
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}
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self.direction = new_direction;
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true
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}
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}
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/// A trait for entities that can be rendered to the screen.
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pub trait Renderable {
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/// Renders the entity to the canvas.
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fn render(&mut self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>);
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}
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