feat: allow instant direction reversal, improve cell position state tracking

This commit is contained in:
2025-07-22 12:03:42 -05:00
parent f540dc5373
commit fd7eecf53e
3 changed files with 202 additions and 85 deletions

View File

@@ -1,3 +1,4 @@
//! This module defines the Pac-Man entity, including its behavior and rendering.
use std::cell::RefCell;
use std::rc::Rc;
@@ -17,11 +18,18 @@ use crate::{
modulation::{SimpleTickModulator, TickModulator},
};
/// The Pac-Man entity.
pub struct Pacman<'a> {
// Absolute position on the board (precise)
pub position: (i32, i32),
/// The absolute position of Pac-Man on the board, in pixels.
pub pixel_position: (i32, i32),
/// The position of Pac-Man on the board, in grid coordinates.
/// This is only updated at the moment Pac-Man is aligned with the grid.
pub cell_position: (u32, u32),
/// The current direction of Pac-Man.
pub direction: Direction,
/// The next direction of Pac-Man, which will be applied when Pac-Man is next aligned with the grid.
pub next_direction: Option<Direction>,
/// Whether Pac-Man is currently stopped.
pub stopped: bool,
map: Rc<RefCell<Map>>,
speed: u32,
@@ -30,13 +38,21 @@ pub struct Pacman<'a> {
}
impl Pacman<'_> {
/// Creates a new `Pacman` instance.
///
/// # Arguments
///
/// * `starting_position` - The starting position of Pac-Man, in grid coordinates.
/// * `atlas` - The texture atlas containing the Pac-Man sprites.
/// * `map` - A reference to the game map.
pub fn new<'a>(
starting_position: (u32, u32),
atlas: Texture<'a>,
map: Rc<RefCell<Map>>,
) -> Pacman<'a> {
Pacman {
position: Map::cell_to_pixel(starting_position),
pixel_position: Map::cell_to_pixel(starting_position),
cell_position: starting_position,
direction: Direction::Right,
next_direction: None,
speed: 3,
@@ -47,53 +63,85 @@ impl Pacman<'_> {
}
}
/// Renders Pac-Man to the canvas.
///
/// # Arguments
///
/// * `canvas` - The SDL canvas to render to.
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
// When stopped, render the last frame of the animation
if self.stopped {
self.sprite
.render_until(canvas, self.position, self.direction, 2);
.render_until(canvas, self.pixel_position, self.direction, 2);
} else {
self.sprite.render(canvas, self.position, self.direction);
self.sprite
.render(canvas, self.pixel_position, self.direction);
}
}
/// Calculates the next cell in the given direction.
///
/// # Arguments
///
/// * `direction` - The direction to check. If `None`, the current direction is used.
pub fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
let (x, y) = direction.unwrap_or(self.direction).offset();
let cell = self.cell_position();
let cell = self.cell_position;
(cell.0 as i32 + x, cell.1 as i32 + y)
}
fn handle_requested_direction(&mut self) {
if self.next_direction.is_none() {
return;
}
if self.next_direction.unwrap() == self.direction {
self.next_direction = None;
return;
/// Handles a requested direction change.
///
/// The direction change is only applied if the next tile in the requested
/// direction is not a wall.
fn handle_direction_change(&mut self) -> bool {
match self.next_direction {
// If there is no next direction, do nothing.
None => return false,
// If the next direction is the same as the current direction, do nothing.
Some(next_direction) => {
if next_direction == self.direction {
self.next_direction = None;
return false;
}
}
}
// Get the next cell in the proposed direction.
let proposed_next_cell = self.next_cell(self.next_direction);
let proposed_next_tile = self
.map
.borrow()
.get_tile(proposed_next_cell)
.unwrap_or(MapTile::Empty);
if proposed_next_tile != MapTile::Wall {
event!(
tracing::Level::DEBUG,
"Direction change: {:?} -> {:?} at position ({}, {}) internal ({}, {})",
self.direction,
self.next_direction.unwrap(),
self.position.0,
self.position.1,
self.internal_position().0,
self.internal_position().1
);
self.direction = self.next_direction.unwrap();
self.next_direction = None;
// If the next tile is a wall, do nothing.
if proposed_next_tile == MapTile::Wall {
return false;
}
// If the next tile is not a wall, change direction.
event!(
tracing::Level::DEBUG,
"Direction change: {:?} -> {:?} at position ({}, {}) internal ({}, {})",
self.direction,
self.next_direction.unwrap(),
self.pixel_position.0,
self.pixel_position.1,
self.internal_position().0,
self.internal_position().1
);
self.direction = self.next_direction.unwrap();
self.next_direction = None;
true
}
/// Returns the internal position of Pac-Man, rounded down to the nearest
/// even number.
///
/// This is used to ensure that Pac-Man is aligned with the grid before
/// changing direction.
fn internal_position_even(&self) -> (u32, u32) {
let (x, y) = self.internal_position();
((x / 2u32) * 2u32, (y / 2u32) * 2u32)
@@ -108,15 +156,11 @@ impl Entity for Pacman<'_> {
}
fn position(&self) -> (i32, i32) {
self.position
self.pixel_position
}
fn cell_position(&self) -> (u32, u32) {
let (x, y) = self.position;
(
(x as u32 / CELL_SIZE) - BOARD_OFFSET.0,
(y as u32 / CELL_SIZE) - BOARD_OFFSET.1,
)
self.cell_position
}
fn internal_position(&self) -> (u32, u32) {
@@ -125,13 +169,35 @@ impl Entity for Pacman<'_> {
}
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);
if can_change {
self.handle_requested_direction();
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,
);
}
}
}
}