mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-09 14:07:57 -06:00
feat: allow instant direction reversal, improve cell position state tracking
This commit is contained in:
@@ -1,5 +1,8 @@
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//! This module defines the `Direction` enum, which is used to represent the
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//! direction of an entity.
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use sdl2::keyboard::Keycode;
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/// An enum representing the direction of an entity.
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub enum Direction {
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Up,
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@@ -9,6 +12,7 @@ pub enum Direction {
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}
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impl Direction {
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/// Returns the angle of the direction in degrees.
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pub fn angle(&self) -> f64 {
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match self {
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Direction::Right => 0f64,
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@@ -18,6 +22,7 @@ impl Direction {
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}
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}
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/// Returns the offset of the direction as a tuple of (x, y).
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pub fn offset(&self) -> (i32, i32) {
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match self {
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Direction::Right => (1, 0),
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@@ -27,16 +32,27 @@ impl Direction {
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}
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}
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/// Returns the opposite direction.
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pub fn opposite(&self) -> Direction {
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match self {
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Direction::Right => Direction::Left,
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Direction::Down => Direction::Up,
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Direction::Left => Direction::Right,
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Direction::Up => Direction::Down,
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}
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}
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/// Creates a `Direction` from a `Keycode`.
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///
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/// # Arguments
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///
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/// * `keycode` - The keycode to convert.
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pub fn from_keycode(keycode: Keycode) -> Option<Direction> {
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match keycode {
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Keycode::D => Some(Direction::Right),
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Keycode::Right => Some(Direction::Right),
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Keycode::A => Some(Direction::Left),
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Keycode::Left => Some(Direction::Left),
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Keycode::W => Some(Direction::Up),
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Keycode::Up => Some(Direction::Up),
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Keycode::S => Some(Direction::Down),
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Keycode::Down => Some(Direction::Down),
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Keycode::D | Keycode::Right => Some(Direction::Right),
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Keycode::A | Keycode::Left => Some(Direction::Left),
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Keycode::W | Keycode::Up => Some(Direction::Up),
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Keycode::S | Keycode::Down => Some(Direction::Down),
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_ => None,
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}
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}
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101
src/game.rs
101
src/game.rs
@@ -1,3 +1,4 @@
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//! This module contains the main game logic and state.
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use std::rc::Rc;
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use sdl2::image::LoadTexture;
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@@ -23,6 +24,10 @@ static POWER_PELLET_TEXTURE_DATA: &[u8] = include_bytes!("../assets/24/energizer
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static MAP_TEXTURE_DATA: &[u8] = include_bytes!("../assets/map.png");
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static FONT_DATA: &[u8] = include_bytes!("../assets/font/konami.ttf");
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/// The main game state.
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///
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/// This struct contains all the information necessary to run the game, including
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/// the canvas, textures, fonts, game objects, and the current score.
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pub struct Game<'a> {
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canvas: &'a mut Canvas<Window>,
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map_texture: Texture<'a>,
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@@ -37,6 +42,14 @@ pub struct Game<'a> {
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}
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impl Game<'_> {
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/// Creates a new `Game` instance.
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///
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/// # Arguments
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///
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/// * `canvas` - The SDL canvas to render to.
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/// * `texture_creator` - The SDL texture creator.
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/// * `ttf_context` - The SDL TTF context.
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/// * `_audio_subsystem` - The SDL audio subsystem (currently unused).
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pub fn new<'a>(
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canvas: &'a mut Canvas<Window>,
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texture_creator: &'a TextureCreator<WindowContext>,
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@@ -89,6 +102,11 @@ impl Game<'_> {
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}
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}
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/// Handles a keyboard event.
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///
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/// # Arguments
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///
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/// * `keycode` - The keycode of the key that was pressed.
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pub fn keyboard_event(&mut self, keycode: Keycode) {
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// Change direction
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let direction = Direction::from_keycode(keycode);
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@@ -105,10 +123,16 @@ impl Game<'_> {
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}
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}
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/// Adds points to the score.
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///
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/// # Arguments
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///
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/// * `points` - The number of points to add.
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pub fn add_score(&mut self, points: u32) {
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self.score += points;
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}
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/// Resets the game to its initial state.
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pub fn reset(&mut self) {
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// Reset the map to restore all pellets
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{
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@@ -126,11 +150,14 @@ impl Game<'_> {
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event!(tracing::Level::INFO, "Game reset - map and score cleared");
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}
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/// Advances the game by one tick.
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pub fn tick(&mut self) {
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self.pacman.tick();
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self.check_pellet_eating();
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self.pacman.tick();
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}
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/// Checks if Pac-Man is currently eating a pellet and updates the game state
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/// accordingly.
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fn check_pellet_eating(&mut self) {
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let cell_pos = self.pacman.cell_position();
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@@ -164,6 +191,7 @@ impl Game<'_> {
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}
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}
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/// Draws the entire game to the canvas.
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pub fn draw(&mut self) {
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// Clear the screen (black)
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self.canvas.set_draw_color(Color::RGB(0, 0, 0));
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@@ -175,13 +203,35 @@ impl Game<'_> {
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.expect("Could not render texture on canvas");
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// Render pellets
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self.render_pellets();
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for x in 0..BOARD_WIDTH {
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for y in 0..BOARD_HEIGHT {
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let tile = self
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.map
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.borrow()
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.get_tile((x as i32, y as i32))
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.unwrap_or(MapTile::Empty);
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let texture = match tile {
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MapTile::Pellet => Some(&self.pellet_texture),
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MapTile::PowerPellet => Some(&self.power_pellet_texture),
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_ => None,
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};
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if let Some(texture) = texture {
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let position = Map::cell_to_pixel((x, y));
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let dst_rect = sdl2::rect::Rect::new(position.0, position.1, 24, 24);
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self.canvas
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.copy(texture, None, Some(dst_rect))
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.expect("Could not render pellet");
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}
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}
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}
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// Render the pacman
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self.pacman.render(self.canvas);
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// Render score
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self.render_score();
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self.render_ui();
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// Draw the debug grid
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if self.debug {
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@@ -221,6 +271,12 @@ impl Game<'_> {
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self.canvas.present();
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}
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/// Draws a single cell to the canvas with the given color.
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///
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/// # Arguments
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///
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/// * `cell` - The cell to draw, in grid coordinates.
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/// * `color` - The color to draw the cell with.
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fn draw_cell(&mut self, cell: (u32, u32), color: Color) {
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let position = Map::cell_to_pixel(cell);
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@@ -235,37 +291,8 @@ impl Game<'_> {
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.expect("Could not draw rectangle");
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}
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fn render_pellets(&mut self) {
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for x in 0..BOARD_WIDTH {
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for y in 0..BOARD_HEIGHT {
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let tile = self
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.map
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.borrow()
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.get_tile((x as i32, y as i32))
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.unwrap_or(MapTile::Empty);
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match tile {
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MapTile::Pellet => {
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let position = Map::cell_to_pixel((x, y));
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let dst_rect = sdl2::rect::Rect::new(position.0, position.1, 24, 24);
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self.canvas
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.copy(&self.pellet_texture, None, Some(dst_rect))
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.expect("Could not render pellet");
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}
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MapTile::PowerPellet => {
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let position = Map::cell_to_pixel((x, y));
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let dst_rect = sdl2::rect::Rect::new(position.0, position.1, 24, 24);
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self.canvas
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.copy(&self.power_pellet_texture, None, Some(dst_rect))
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.expect("Could not render power pellet");
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}
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_ => {}
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}
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}
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}
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}
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fn render_score(&mut self) {
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/// Renders the user interface, including the score and lives.
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fn render_ui(&mut self) {
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let lives = 3;
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let score_text = format!("{:02}", self.score);
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@@ -275,6 +302,7 @@ impl Game<'_> {
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let score_offset = 7 - (score_text.len() as i32);
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let gap_offset = 6;
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// Render the score and high score
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self.render_text(
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&format!("{}UP HIGH SCORE ", lives),
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(24 * lives_offset + x_offset, y_offset),
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@@ -287,6 +315,7 @@ impl Game<'_> {
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);
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}
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/// Renders text to the screen at the given position.
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fn render_text(&mut self, text: &str, position: (i32, i32), color: Color) {
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let surface = self
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.font
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@@ -298,11 +327,9 @@ impl Game<'_> {
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let texture = texture_creator
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.create_texture_from_surface(&surface)
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.expect("Could not create texture from surface");
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let query = texture.query();
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let dst_rect =
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sdl2::rect::Rect::new(position.0, position.1, query.width + 4, query.height + 4);
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let dst_rect = sdl2::rect::Rect::new(position.0, position.1, query.width, query.height);
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self.canvas
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.copy(&texture, None, Some(dst_rect))
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154
src/pacman.rs
154
src/pacman.rs
@@ -1,3 +1,4 @@
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//! This module defines the Pac-Man entity, including its behavior and rendering.
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use std::cell::RefCell;
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use std::rc::Rc;
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@@ -17,11 +18,18 @@ use crate::{
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modulation::{SimpleTickModulator, TickModulator},
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};
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/// The Pac-Man entity.
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pub struct Pacman<'a> {
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// Absolute position on the board (precise)
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pub position: (i32, i32),
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/// The absolute position of Pac-Man on the board, in pixels.
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pub pixel_position: (i32, i32),
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/// The position of Pac-Man on the board, in grid coordinates.
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/// This is only updated at the moment Pac-Man is aligned with the grid.
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pub cell_position: (u32, u32),
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/// The current direction of Pac-Man.
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pub direction: Direction,
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/// The next direction of Pac-Man, which will be applied when Pac-Man is next aligned with the grid.
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pub next_direction: Option<Direction>,
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/// Whether Pac-Man is currently stopped.
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pub stopped: bool,
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map: Rc<RefCell<Map>>,
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speed: u32,
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@@ -30,13 +38,21 @@ pub struct Pacman<'a> {
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}
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impl Pacman<'_> {
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/// Creates a new `Pacman` instance.
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///
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/// # Arguments
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///
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/// * `starting_position` - The starting position of Pac-Man, in grid coordinates.
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/// * `atlas` - The texture atlas containing the Pac-Man sprites.
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/// * `map` - A reference to the game map.
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pub fn new<'a>(
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starting_position: (u32, u32),
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atlas: Texture<'a>,
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map: Rc<RefCell<Map>>,
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) -> Pacman<'a> {
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Pacman {
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position: Map::cell_to_pixel(starting_position),
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pixel_position: Map::cell_to_pixel(starting_position),
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cell_position: starting_position,
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direction: Direction::Right,
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next_direction: None,
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speed: 3,
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@@ -47,53 +63,85 @@ impl Pacman<'_> {
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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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/// # Arguments
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///
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/// * `canvas` - The SDL canvas to render to.
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pub fn render(&mut self, canvas: &mut Canvas<Window>) {
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// When stopped, render the last frame of the animation
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if self.stopped {
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self.sprite
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.render_until(canvas, self.position, self.direction, 2);
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.render_until(canvas, self.pixel_position, self.direction, 2);
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} else {
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self.sprite.render(canvas, self.position, self.direction);
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self.sprite
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.render(canvas, self.pixel_position, self.direction);
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}
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}
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/// Calculates the next cell in the given direction.
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///
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/// # Arguments
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///
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/// * `direction` - The direction to check. If `None`, the current direction is used.
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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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let cell = self.cell_position();
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let cell = self.cell_position;
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(cell.0 as i32 + x, cell.1 as i32 + y)
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}
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fn handle_requested_direction(&mut self) {
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if self.next_direction.is_none() {
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return;
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}
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if self.next_direction.unwrap() == self.direction {
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self.next_direction = None;
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return;
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/// Handles a requested direction change.
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///
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/// The direction change is only applied if the next tile in the requested
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/// direction is not a wall.
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fn handle_direction_change(&mut self) -> bool {
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match self.next_direction {
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// If there is no next direction, do nothing.
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None => return false,
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// If the next direction is the same as the current direction, do nothing.
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Some(next_direction) => {
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if next_direction == self.direction {
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self.next_direction = None;
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return false;
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}
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}
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}
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// Get the next cell in the proposed direction.
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let proposed_next_cell = self.next_cell(self.next_direction);
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let proposed_next_tile = self
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.map
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.borrow()
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.get_tile(proposed_next_cell)
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.unwrap_or(MapTile::Empty);
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if proposed_next_tile != MapTile::Wall {
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event!(
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tracing::Level::DEBUG,
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"Direction change: {:?} -> {:?} at position ({}, {}) internal ({}, {})",
|
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self.direction,
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self.next_direction.unwrap(),
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self.position.0,
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self.position.1,
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self.internal_position().0,
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self.internal_position().1
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);
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self.direction = self.next_direction.unwrap();
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self.next_direction = None;
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|
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// If the next tile is a wall, do nothing.
|
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if proposed_next_tile == MapTile::Wall {
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return false;
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}
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|
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// If the next tile is not a wall, change direction.
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event!(
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tracing::Level::DEBUG,
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"Direction change: {:?} -> {:?} at position ({}, {}) internal ({}, {})",
|
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self.direction,
|
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self.next_direction.unwrap(),
|
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self.pixel_position.0,
|
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self.pixel_position.1,
|
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self.internal_position().0,
|
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self.internal_position().1
|
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);
|
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self.direction = self.next_direction.unwrap();
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self.next_direction = None;
|
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|
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true
|
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}
|
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|
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/// Returns the internal position of Pac-Man, rounded down to the nearest
|
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/// even number.
|
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///
|
||||
/// This is used to ensure that Pac-Man is aligned with the grid before
|
||||
/// changing direction.
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fn internal_position_even(&self) -> (u32, u32) {
|
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let (x, y) = self.internal_position();
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((x / 2u32) * 2u32, (y / 2u32) * 2u32)
|
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@@ -108,15 +156,11 @@ impl Entity for Pacman<'_> {
|
||||
}
|
||||
|
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fn position(&self) -> (i32, i32) {
|
||||
self.position
|
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self.pixel_position
|
||||
}
|
||||
|
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fn cell_position(&self) -> (u32, u32) {
|
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let (x, y) = self.position;
|
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(
|
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(x as u32 / CELL_SIZE) - BOARD_OFFSET.0,
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(y as u32 / CELL_SIZE) - BOARD_OFFSET.1,
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)
|
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self.cell_position
|
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}
|
||||
|
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fn internal_position(&self) -> (u32, u32) {
|
||||
@@ -125,13 +169,35 @@ impl Entity for Pacman<'_> {
|
||||
}
|
||||
|
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fn tick(&mut self) {
|
||||
// Pac-Man can only change direction when he is perfectly aligned with the grid.
|
||||
let can_change = self.internal_position_even() == (0, 0);
|
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|
||||
if can_change {
|
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self.handle_requested_direction();
|
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if let Some(next_direction) = self.next_direction {
|
||||
if next_direction == self.direction.opposite() {
|
||||
let next_tile_position = self.next_cell(Some(next_direction));
|
||||
let next_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile(next_tile_position)
|
||||
.unwrap_or(MapTile::Empty);
|
||||
|
||||
let next = self.next_cell(None);
|
||||
let next_tile = self.map.borrow().get_tile(next).unwrap_or(MapTile::Empty);
|
||||
if next_tile != MapTile::Wall {
|
||||
self.direction = next_direction;
|
||||
self.next_direction = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if can_change {
|
||||
self.handle_direction_change();
|
||||
|
||||
// Check if the next tile in the current direction is a wall.
|
||||
let next_tile_position = self.next_cell(None);
|
||||
let next_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile(next_tile_position)
|
||||
.unwrap_or(MapTile::Empty);
|
||||
|
||||
if !self.stopped && next_tile == MapTile::Wall {
|
||||
event!(tracing::Level::DEBUG, "Wall collision. Stopping.");
|
||||
@@ -146,18 +212,26 @@ impl Entity for Pacman<'_> {
|
||||
let speed = self.speed as i32;
|
||||
match self.direction {
|
||||
Direction::Right => {
|
||||
self.position.0 += speed;
|
||||
self.pixel_position.0 += speed;
|
||||
}
|
||||
Direction::Left => {
|
||||
self.position.0 -= speed;
|
||||
self.pixel_position.0 -= speed;
|
||||
}
|
||||
Direction::Up => {
|
||||
self.position.1 -= speed;
|
||||
self.pixel_position.1 -= speed;
|
||||
}
|
||||
Direction::Down => {
|
||||
self.position.1 += speed;
|
||||
self.pixel_position.1 += speed;
|
||||
}
|
||||
}
|
||||
|
||||
// Update the cell position if Pac-Man is aligned with the grid.
|
||||
if self.internal_position_even() == (0, 0) {
|
||||
self.cell_position = (
|
||||
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user