mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-16 00:12:29 -06:00
refactor: add 'glam' for better positioning types, drop position types
This commit is contained in:
65
src/ghost.rs
65
src/ghost.rs
@@ -1,4 +1,3 @@
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use pathfinding::prelude::dijkstra;
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use rand::Rng;
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use crate::animation::{AnimatedAtlasTexture, FrameDrawn};
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@@ -8,6 +7,7 @@ use crate::entity::{Entity, MovableEntity, Moving, Renderable};
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use crate::map::Map;
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use crate::modulation::{SimpleTickModulator, TickModulator};
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use crate::pacman::Pacman;
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use glam::{IVec2, UVec2};
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use sdl2::pixels::Color;
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use sdl2::render::Texture;
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use std::cell::RefCell;
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@@ -67,7 +67,7 @@ impl Ghost<'_> {
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/// Creates a new ghost instance
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pub fn new<'a>(
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ghost_type: GhostType,
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starting_position: (u32, u32),
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starting_position: UVec2,
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body_texture: Texture<'a>,
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eyes_texture: Texture<'a>,
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map: Rc<RefCell<Map>>,
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@@ -95,7 +95,7 @@ impl Ghost<'_> {
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}
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/// Gets the target tile for this ghost based on its current mode
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pub fn get_target_tile(&self) -> (i32, i32) {
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pub fn get_target_tile(&self) -> IVec2 {
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match self.mode {
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GhostMode::Scatter => self.get_scatter_target(),
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GhostMode::Chase => self.get_chase_target(),
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@@ -106,17 +106,17 @@ impl Ghost<'_> {
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}
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/// Gets this ghost's home corner target for scatter mode
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fn get_scatter_target(&self) -> (i32, i32) {
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fn get_scatter_target(&self) -> IVec2 {
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match self.ghost_type {
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GhostType::Blinky => (25, 0), // Top right
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GhostType::Pinky => (2, 0), // Top left
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GhostType::Inky => (27, 35), // Bottom right
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GhostType::Clyde => (0, 35), // Bottom left
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GhostType::Blinky => IVec2::new(25, 0), // Top right
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GhostType::Pinky => IVec2::new(2, 0), // Top left
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GhostType::Inky => IVec2::new(27, 35), // Bottom right
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GhostType::Clyde => IVec2::new(0, 35), // Bottom left
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}
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}
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/// Gets a random adjacent tile for frightened mode
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fn get_random_target(&self) -> (i32, i32) {
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fn get_random_target(&self) -> IVec2 {
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let mut rng = rand::rng();
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let mut possible_moves = Vec::new();
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@@ -143,48 +143,49 @@ impl Ghost<'_> {
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}
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/// Gets the ghost house target for returning eyes
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fn get_house_target(&self) -> (i32, i32) {
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(13, 14) // Center of ghost house
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fn get_house_target(&self) -> IVec2 {
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IVec2::new(13, 14) // Center of ghost house
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}
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/// Gets the exit point target when leaving house
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fn get_house_exit_target(&self) -> (i32, i32) {
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(13, 11) // Just above ghost house
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fn get_house_exit_target(&self) -> IVec2 {
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IVec2::new(13, 11) // Just above ghost house
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}
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/// Gets this ghost's chase mode target (to be implemented by each ghost type)
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fn get_chase_target(&self) -> (i32, i32) {
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fn get_chase_target(&self) -> IVec2 {
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let pacman = self.pacman.borrow();
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let cell = pacman.base().cell_position;
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(cell.0 as i32, cell.1 as i32)
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IVec2::new(cell.x as i32, cell.y as i32)
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}
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/// Calculates the path to the target tile using the A* algorithm.
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pub fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
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pub fn get_path_to_target(&self, target: UVec2) -> Option<(Vec<UVec2>, u32)> {
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let start = self.base.base.cell_position;
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let map = self.base.map.borrow();
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use pathfinding::prelude::dijkstra;
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dijkstra(
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&start,
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|&p| {
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let mut successors = vec![];
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let tile = map.get_tile((p.0 as i32, p.1 as i32));
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let tile = map.get_tile(IVec2::new(p.x as i32, p.y as i32));
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// Tunnel wrap: if currently in a tunnel, add the opposite exit as a neighbor
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if let Some(MapTile::Tunnel) = tile {
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if p.0 == 0 {
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successors.push(((BOARD_WIDTH - 2, p.1), 1));
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} else if p.0 == BOARD_WIDTH - 1 {
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successors.push(((1, p.1), 1));
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if p.x == 0 {
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successors.push((UVec2::new(BOARD_WIDTH - 2, p.y), 1));
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} else if p.x == BOARD_WIDTH - 1 {
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successors.push((UVec2::new(1, p.y), 1));
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}
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}
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for dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
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let (dx, dy) = dir.offset();
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let next_p = (p.0 as i32 + dx, p.1 as i32 + dy);
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let next_p = IVec2::new(p.x as i32 + dx, p.y as i32 + dy);
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if let Some(tile) = map.get_tile(next_p) {
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if tile == MapTile::Wall {
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continue;
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}
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successors.push(((next_p.0 as u32, next_p.1 as u32), 1));
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let next_u = UVec2::new(next_p.x as u32, next_p.y as u32);
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successors.push((next_u, 1));
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}
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}
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successors
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@@ -226,12 +227,13 @@ impl Ghost<'_> {
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if !self.base.handle_tunnel() {
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// Pathfinding logic (only if not in tunnel)
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let target_tile = self.get_target_tile();
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if let Some((path, _)) = self.get_path_to_target((target_tile.0 as u32, target_tile.1 as u32)) {
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if let Some((path, _)) = self.get_path_to_target(target_tile.as_uvec2()) {
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if path.len() > 1 {
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let next_move = path[1];
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let (x, y) = self.base.base.cell_position;
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let dx = next_move.0 as i32 - x as i32;
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let dy = next_move.1 as i32 - y as i32;
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let x = self.base.base.cell_position.x;
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let y = self.base.base.cell_position.y;
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let dx = next_move.x as i32 - x as i32;
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let dy = next_move.y as i32 - y as i32;
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let new_direction = if dx > 0 {
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Direction::Right
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} else if dx < 0 {
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@@ -269,7 +271,7 @@ impl<'a> Moving for Ghost<'a> {
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fn update_cell_position(&mut self) {
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self.base.update_cell_position();
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}
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fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
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fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
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self.base.next_cell(direction)
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}
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fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
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@@ -289,7 +291,7 @@ impl<'a> Moving for Ghost<'a> {
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impl<'a> Renderable for Ghost<'a> {
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fn render(&self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) {
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let pos = self.base.base.pixel_position;
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self.body_sprite.render(canvas, pos, Direction::Right, None);
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self.body_sprite.render(canvas, (pos.x, pos.y), Direction::Right, None);
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// Inline the eye_frame logic here
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let eye_frame = if self.mode == GhostMode::Frightened {
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4 // Frightened frame
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@@ -301,6 +303,7 @@ impl<'a> Renderable for Ghost<'a> {
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Direction::Down => 3,
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}
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};
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self.eyes_sprite.render(canvas, pos, Direction::Right, Some(eye_frame));
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self.eyes_sprite
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.render(canvas, (pos.x, pos.y), Direction::Right, Some(eye_frame));
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}
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}
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