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https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 10:08:02 -06:00
refactor: optimize debug system, remove redundant code & tests
This commit is contained in:
@@ -3,14 +3,10 @@
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use crate::constants::{BOARD_CELL_OFFSET, CELL_SIZE};
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use crate::map::layout::TILE_MAP;
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use crate::texture::sprite::{AtlasTile, SpriteAtlas};
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use crate::texture::text::TextTexture;
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use glam::Vec2;
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use sdl2::pixels::Color;
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use sdl2::rect::{Point, Rect};
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use sdl2::rect::Rect;
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use sdl2::render::{Canvas, RenderTarget};
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use crate::error::{EntityError, GameError, GameResult};
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/// Handles rendering operations for the map.
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pub struct MapRenderer;
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@@ -37,111 +33,4 @@ impl MapRenderer {
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}
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}
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}
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/// Renders a debug visualization with cursor-based highlighting.
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///
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/// This function provides interactive debugging by highlighting the nearest node
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/// to the cursor, showing its ID, and highlighting its connections.
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pub fn debug_render_with_cursor<T: RenderTarget>(
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graph: &crate::entity::graph::Graph,
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canvas: &mut Canvas<T>,
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text_renderer: &mut TextTexture,
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atlas: &mut SpriteAtlas,
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cursor_pos: Vec2,
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) -> GameResult<()> {
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// Find the nearest node to the cursor
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let nearest_node = Self::find_nearest_node(graph, cursor_pos);
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// Draw all connections in blue
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canvas.set_draw_color(Color::RGB(0, 0, 128)); // Dark blue for regular connections
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for i in 0..graph.node_count() {
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let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
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let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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for edge in graph.adjacency_list[i].edges() {
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let end_pos = graph
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.get_node(edge.target)
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.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
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.position
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+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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canvas
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.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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}
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}
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// Draw all nodes in green
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canvas.set_draw_color(Color::RGB(0, 128, 0)); // Dark green for regular nodes
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for i in 0..graph.node_count() {
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let node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
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let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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canvas
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.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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}
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// Highlight connections from the nearest node in bright blue
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if let Some(nearest_id) = nearest_node {
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let nearest_pos = graph
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.get_node(nearest_id)
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.ok_or(GameError::Entity(EntityError::NodeNotFound(nearest_id)))?
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.position
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+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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canvas.set_draw_color(Color::RGB(0, 255, 255)); // Bright cyan for highlighted connections
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for edge in graph.adjacency_list[nearest_id].edges() {
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let end_pos = graph
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.get_node(edge.target)
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.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
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.position
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+ crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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canvas
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.draw_line(
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(nearest_pos.x as i32, nearest_pos.y as i32),
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(end_pos.x as i32, end_pos.y as i32),
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)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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}
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// Highlight the nearest node in bright green
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canvas.set_draw_color(Color::RGB(0, 255, 0)); // Bright green for highlighted node
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canvas
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.fill_rect(Rect::new(0, 0, 5, 5).centered_on(Point::new(nearest_pos.x as i32, nearest_pos.y as i32)))
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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// Draw node ID text (small, offset to top right)
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text_renderer.set_scale(0.5); // Small text
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let id_text = format!("#{nearest_id}");
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let text_pos = glam::UVec2::new(
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(nearest_pos.x + 4.0) as u32, // Offset to the right
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(nearest_pos.y - 6.0) as u32, // Offset to the top
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);
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if let Err(e) = text_renderer.render(canvas, atlas, &id_text, text_pos) {
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tracing::error!("Failed to render node ID text: {}", e);
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}
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}
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Ok(())
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}
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/// Finds the nearest node to the given cursor position.
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pub fn find_nearest_node(graph: &crate::entity::graph::Graph, cursor_pos: Vec2) -> Option<usize> {
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let mut nearest_id = None;
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let mut nearest_distance = f32::INFINITY;
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for i in 0..graph.node_count() {
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if let Some(node) = graph.get_node(i) {
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let node_pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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let distance = cursor_pos.distance(node_pos);
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if distance < nearest_distance {
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nearest_distance = distance;
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nearest_id = Some(i);
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}
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}
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}
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nearest_id
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}
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}
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