mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-13 22:12:22 -06:00
refactor: add 'glam' for better positioning types, drop position types
This commit is contained in:
80
src/map.rs
80
src/map.rs
@@ -3,49 +3,9 @@ use rand::seq::IteratorRandom;
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use crate::constants::{MapTile, BOARD_OFFSET, CELL_SIZE};
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use crate::constants::{BOARD_HEIGHT, BOARD_WIDTH};
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use glam::{IVec2, UVec2};
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use once_cell::sync::OnceCell;
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use std::collections::{HashSet, VecDeque};
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use std::ops::Add;
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#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
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pub struct SignedPosition {
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pub x: i32,
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pub y: i32,
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}
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#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
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pub struct Position {
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pub x: u32,
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pub y: u32,
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}
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impl Add<SignedPosition> for Position {
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type Output = Position;
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fn add(self, rhs: SignedPosition) -> Self::Output {
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Position {
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x: (self.x as i32 + rhs.x) as u32,
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y: (self.y as i32 + rhs.y) as u32,
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}
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}
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}
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impl PartialEq<(u32, u32)> for Position {
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fn eq(&self, other: &(u32, u32)) -> bool {
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self.x == other.0 && self.y == other.1
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}
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}
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impl Position {
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pub fn as_i32(&self) -> (i32, i32) {
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(self.x as i32, self.y as i32)
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}
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pub fn wrapping_add(&self, dx: i32, dy: i32) -> Position {
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Position {
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x: (self.x as i32 + dx) as u32,
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y: (self.y as i32 + dy) as u32,
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}
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}
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}
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/// The game map.
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///
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@@ -104,9 +64,9 @@ impl Map {
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/// # Arguments
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///
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/// * `cell` - The cell coordinates, in grid coordinates.
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pub fn get_tile(&self, cell: (i32, i32)) -> Option<MapTile> {
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let x = cell.0 as usize;
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let y = cell.1 as usize;
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pub fn get_tile(&self, cell: IVec2) -> Option<MapTile> {
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let x = cell.x as usize;
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let y = cell.y as usize;
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if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize {
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return None;
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@@ -121,9 +81,9 @@ impl Map {
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///
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/// * `cell` - The cell coordinates, in grid coordinates.
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/// * `tile` - The tile to set.
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pub fn set_tile(&mut self, cell: (i32, i32), tile: MapTile) -> bool {
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let x = cell.0 as usize;
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let y = cell.1 as usize;
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pub fn set_tile(&mut self, cell: IVec2, tile: MapTile) -> bool {
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let x = cell.x as usize;
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let y = cell.y as usize;
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if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize {
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return false;
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@@ -138,15 +98,15 @@ impl Map {
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/// # Arguments
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///
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/// * `cell` - The cell coordinates, in grid coordinates.
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pub fn cell_to_pixel(cell: (u32, u32)) -> (i32, i32) {
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((cell.0 * CELL_SIZE) as i32, ((cell.1 + BOARD_OFFSET.1) * CELL_SIZE) as i32)
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pub fn cell_to_pixel(cell: UVec2) -> IVec2 {
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IVec2::new((cell.x * CELL_SIZE) as i32, ((cell.y + BOARD_OFFSET.1) * CELL_SIZE) as i32)
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}
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/// Returns a reference to a cached vector of all valid playable positions in the maze.
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/// This is computed once using a flood fill from a random pellet, and then cached.
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pub fn get_valid_playable_positions(&mut self) -> &Vec<Position> {
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pub fn get_valid_playable_positions(&mut self) -> &Vec<UVec2> {
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use MapTile::*;
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static CACHE: OnceCell<Vec<Position>> = OnceCell::new();
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static CACHE: OnceCell<Vec<UVec2>> = OnceCell::new();
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if let Some(cached) = CACHE.get() {
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return cached;
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}
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@@ -155,10 +115,7 @@ impl Map {
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for (x, col) in self.current.iter().enumerate().take(BOARD_WIDTH as usize) {
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for (y, &cell) in col.iter().enumerate().take(BOARD_HEIGHT as usize) {
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match cell {
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Pellet | PowerPellet => pellet_positions.push(Position {
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x: x as u32,
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y: y as u32,
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}),
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Pellet | PowerPellet => pellet_positions.push(UVec2::new(x as u32, y as u32)),
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_ => {}
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}
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}
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@@ -180,13 +137,8 @@ impl Map {
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match self.current[pos.x as usize][pos.y as usize] {
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Empty | Pellet | PowerPellet => {
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for offset in [
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SignedPosition { x: -1, y: 0 },
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SignedPosition { x: 1, y: 0 },
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SignedPosition { x: 0, y: -1 },
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SignedPosition { x: 0, y: 1 },
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] {
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let neighbor = pos + offset;
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for offset in [IVec2::new(-1, 0), IVec2::new(1, 0), IVec2::new(0, -1), IVec2::new(0, 1)] {
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let neighbor = (pos.as_ivec2() + offset).as_uvec2();
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if neighbor.x < BOARD_WIDTH && neighbor.y < BOARD_HEIGHT {
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let neighbor_tile = self.current[neighbor.x as usize][neighbor.y as usize];
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if matches!(neighbor_tile, Empty | Pellet | PowerPellet) {
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@@ -198,8 +150,8 @@ impl Map {
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StartingPosition(_) | Wall | Tunnel => {}
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}
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}
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let mut result: Vec<Position> = visited.into_iter().collect();
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result.sort_unstable();
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let mut result: Vec<UVec2> = visited.into_iter().collect();
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result.sort_unstable_by_key(|v| (v.x, v.y));
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CACHE.get_or_init(|| result)
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}
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}
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