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https://github.com/Xevion/Pac-Man.git
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4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 5a48e83b1a | |||
| df8f858651 | |||
| 1fa7a0807f | |||
| 6d3d3bf49c |
@@ -32,6 +32,8 @@ pub enum MapTile {
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PowerPellet,
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/// A starting position for an entity.
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StartingPosition(u8),
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/// A tunnel tile.
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Tunnel,
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}
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/// The raw layout of the game board, as a 2D array of characters.
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@@ -50,7 +52,7 @@ pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
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" #.## 1 ##.# ",
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" #.## ###==### ##.# ",
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"######.## # # ##.######",
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" . #2 3 4 # . ",
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"T . #2 3 4 # . T",
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"######.## # # ##.######",
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" #.## ######## ##.# ",
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" #.## ##.# ",
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168
src/entity.rs
168
src/entity.rs
@@ -1,16 +1,166 @@
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//! This module defines the `Entity` trait, which is implemented by all game
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//! objects that can be moved and rendered.
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use crate::{
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constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
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direction::Direction,
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map::Map,
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modulation::SimpleTickModulator,
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};
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use std::cell::RefCell;
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use std::rc::Rc;
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/// A trait for game objects that can be moved and rendered.
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pub trait Entity {
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/// Returns a reference to the base MovableEntity.
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fn base(&self) -> &MovableEntity;
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/// Returns true if the entity is colliding with the other entity.
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fn is_colliding(&self, other: &dyn Entity) -> bool;
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/// Returns the absolute position of the entity, in pixels.
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fn position(&self) -> (i32, i32);
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/// Returns the cell position of the entity, in grid coordinates.
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fn cell_position(&self) -> (u32, u32);
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/// Returns the position of the entity within its current cell, in pixels.
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fn internal_position(&self) -> (u32, u32);
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fn is_colliding(&self, other: &dyn Entity) -> bool {
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let (x, y) = self.base().pixel_position;
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let (other_x, other_y) = other.base().pixel_position;
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x == other_x && y == other_y
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}
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/// Ticks the entity, which updates its state and position.
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fn tick(&mut self);
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}
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/// A struct for movable game entities with position, direction, speed, and modulation.
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pub struct MovableEntity {
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/// The absolute position of the entity on the board, in pixels.
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pub pixel_position: (i32, i32),
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/// The position of the entity on the board, in grid coordinates.
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pub cell_position: (u32, u32),
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/// The current direction of the entity.
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pub direction: Direction,
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/// Movement speed (pixels per tick).
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pub speed: u32,
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/// Movement modulator for controlling speed.
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pub modulation: SimpleTickModulator,
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/// Whether the entity is currently in a tunnel.
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pub in_tunnel: bool,
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/// Reference to the game map.
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pub map: Rc<RefCell<Map>>,
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}
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impl MovableEntity {
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/// Creates a new MovableEntity.
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pub fn new(
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pixel_position: (i32, i32),
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cell_position: (u32, u32),
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direction: Direction,
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speed: u32,
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modulation: SimpleTickModulator,
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map: Rc<RefCell<Map>>,
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) -> Self {
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Self {
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pixel_position,
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cell_position,
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direction,
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speed,
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modulation,
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in_tunnel: false,
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map,
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}
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}
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/// Returns the position within the current cell, in pixels.
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pub fn internal_position(&self) -> (u32, u32) {
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(
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self.pixel_position.0 as u32 % CELL_SIZE,
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self.pixel_position.1 as u32 % CELL_SIZE,
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)
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}
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/// Move the entity in its current direction by its speed.
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pub fn move_forward(&mut self) {
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let speed = self.speed as i32;
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match self.direction {
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Direction::Right => self.pixel_position.0 += speed,
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Direction::Left => self.pixel_position.0 -= speed,
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Direction::Up => self.pixel_position.1 -= speed,
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Direction::Down => self.pixel_position.1 += speed,
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}
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}
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/// Updates the cell position based on the current pixel position.
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pub fn update_cell_position(&mut self) {
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self.cell_position = (
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(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
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(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
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);
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}
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/// Calculates the next cell in the given direction.
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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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(
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self.cell_position.0 as i32 + x,
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self.cell_position.1 as i32 + y,
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)
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}
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/// Returns true if the next cell in the given direction is a wall.
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pub fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
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let next_cell = self.next_cell(direction);
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matches!(self.map.borrow().get_tile(next_cell), Some(MapTile::Wall))
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}
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/// Handles tunnel movement and wrapping.
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/// Returns true if the entity is in a tunnel and was handled.
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pub fn handle_tunnel(&mut self) -> bool {
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if !self.in_tunnel {
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let current_tile = self
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.map
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.borrow()
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.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32));
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if matches!(current_tile, Some(MapTile::Tunnel)) {
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self.in_tunnel = true;
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}
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}
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if self.in_tunnel {
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// If out of bounds, teleport to the opposite side and exit tunnel
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if self.cell_position.0 == 0 {
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self.cell_position.0 = BOARD_WIDTH - 2;
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self.pixel_position =
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Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
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self.in_tunnel = false;
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true
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} else if self.cell_position.0 == BOARD_WIDTH - 1 {
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self.cell_position.0 = 1;
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self.pixel_position =
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Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
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self.in_tunnel = false;
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true
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} else {
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// Still in tunnel, keep moving
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true
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}
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} else {
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false
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}
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}
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/// Returns true if the entity is aligned with the grid.
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pub fn is_grid_aligned(&self) -> bool {
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self.internal_position() == (0, 0)
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}
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/// Attempts to set the direction if the next cell is not a wall.
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/// Returns true if the direction was changed.
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pub fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
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if new_direction == self.direction {
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return false;
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}
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if self.is_wall_ahead(Some(new_direction)) {
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return false;
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}
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self.direction = new_direction;
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true
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}
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}
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/// A trait for entities that can be rendered to the screen.
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pub trait Renderable {
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/// Renders the entity to the canvas.
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fn render(&mut self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>);
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}
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101
src/game.rs
101
src/game.rs
@@ -2,6 +2,7 @@
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use std::cell::RefCell;
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use std::rc::Rc;
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use rand::seq::IteratorRandom;
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use sdl2::image::LoadTexture;
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use sdl2::keyboard::Keycode;
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use sdl2::render::{Texture, TextureCreator};
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@@ -12,12 +13,14 @@ use sdl2::{pixels::Color, render::Canvas, video::Window};
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use tracing::event;
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use crate::audio::Audio;
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use crate::constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD};
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use crate::direction::Direction;
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use crate::entity::Entity;
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use crate::ghosts::Blinky;
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use crate::map::Map;
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use crate::pacman::Pacman;
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use crate::{
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constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD},
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direction::Direction,
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entity::{Entity, Renderable},
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ghosts::blinky::Blinky,
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map::Map,
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pacman::Pacman,
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};
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// Embed texture data directly into the executable
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static PACMAN_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/pacman.png");
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@@ -34,6 +37,14 @@ static GHOST_EYES_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/ghost_eyes.
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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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#[derive(PartialEq, Eq, Clone, Copy)]
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pub enum DebugMode {
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None,
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Grid,
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Pathfinding,
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ValidPositions,
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}
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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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@@ -42,9 +53,9 @@ pub struct Game<'a> {
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font: Font<'a, 'static>,
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pacman: Rc<RefCell<Pacman<'a>>>,
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map: Rc<std::cell::RefCell<Map>>,
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debug: bool,
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debug_mode: DebugMode,
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score: u32,
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audio: Audio,
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audio: crate::audio::Audio,
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// Add ghost
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blinky: Blinky<'a>,
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}
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@@ -120,7 +131,7 @@ impl Game<'_> {
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Game {
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canvas,
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pacman,
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debug: false,
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debug_mode: DebugMode::None,
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map,
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map_texture,
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pellet_texture,
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@@ -144,7 +155,12 @@ impl Game<'_> {
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// Toggle debug mode
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if keycode == Keycode::Space {
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self.debug = !self.debug;
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self.debug_mode = match self.debug_mode {
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DebugMode::None => DebugMode::Grid,
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DebugMode::Grid => DebugMode::Pathfinding,
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DebugMode::Pathfinding => DebugMode::ValidPositions,
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DebugMode::ValidPositions => DebugMode::None,
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};
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}
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// Reset game
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@@ -173,18 +189,30 @@ impl Game<'_> {
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// Reset the score
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self.score = 0;
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// Reset Pac-Man position
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let mut pacman = self.pacman.borrow_mut();
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pacman.pixel_position = Map::cell_to_pixel((1, 1));
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pacman.cell_position = (1, 1);
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// Get valid positions from the cached flood fill
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let mut map = self.map.borrow_mut();
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let valid_positions = map.get_valid_playable_positions();
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let mut rng = rand::rng();
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// Reset ghost positions
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self.blinky.set_mode(crate::ghost::GhostMode::House);
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self.blinky.pixel_position = Map::cell_to_pixel((13, 11));
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self.blinky.cell_position = (13, 11);
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self.blinky.direction = Direction::Left;
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// Randomize Pac-Man position
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if let Some(pos) = valid_positions.iter().choose(&mut rng) {
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let mut pacman = self.pacman.borrow_mut();
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pacman.base.pixel_position = Map::cell_to_pixel((pos.x, pos.y));
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pacman.base.cell_position = (pos.x, pos.y);
|
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pacman.base.in_tunnel = false;
|
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pacman.base.direction = Direction::Right;
|
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pacman.next_direction = None;
|
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pacman.stopped = false;
|
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}
|
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|
||||
event!(tracing::Level::INFO, "Game reset - map and score cleared");
|
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// Randomize ghost position
|
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if let Some(pos) = valid_positions.iter().choose(&mut rng) {
|
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self.blinky.base.pixel_position = Map::cell_to_pixel((pos.x, pos.y));
|
||||
self.blinky.base.cell_position = (pos.x, pos.y);
|
||||
self.blinky.base.in_tunnel = false;
|
||||
self.blinky.base.direction = Direction::Left;
|
||||
self.blinky.mode = crate::ghost::GhostMode::Chase;
|
||||
}
|
||||
}
|
||||
|
||||
/// Advances the game by one tick.
|
||||
@@ -197,7 +225,7 @@ impl Game<'_> {
|
||||
/// Checks if Pac-Man is currently eating a pellet and updates the game state
|
||||
/// accordingly.
|
||||
fn check_pellet_eating(&mut self) {
|
||||
let cell_pos = self.pacman.borrow().cell_position();
|
||||
let cell_pos = self.pacman.borrow().base.cell_position;
|
||||
|
||||
// Check if there's a pellet at the current position
|
||||
let tile = {
|
||||
@@ -275,7 +303,7 @@ impl Game<'_> {
|
||||
self.render_ui();
|
||||
|
||||
// Draw the debug grid
|
||||
if self.debug {
|
||||
if self.debug_mode == DebugMode::Grid {
|
||||
for x in 0..BOARD_WIDTH {
|
||||
for y in 0..BOARD_HEIGHT {
|
||||
let tile = self
|
||||
@@ -285,7 +313,7 @@ impl Game<'_> {
|
||||
.unwrap_or(MapTile::Empty);
|
||||
let mut color = None;
|
||||
|
||||
if (x, y) == self.pacman.borrow().cell_position() {
|
||||
if (x, y) == self.pacman.borrow().base.cell_position {
|
||||
self.draw_cell((x, y), Color::CYAN);
|
||||
} else {
|
||||
color = match tile {
|
||||
@@ -294,6 +322,7 @@ impl Game<'_> {
|
||||
MapTile::Pellet => Some(Color::RED),
|
||||
MapTile::PowerPellet => Some(Color::MAGENTA),
|
||||
MapTile::StartingPosition(_) => Some(Color::GREEN),
|
||||
MapTile::Tunnel => Some(Color::CYAN),
|
||||
};
|
||||
}
|
||||
|
||||
@@ -304,10 +333,34 @@ impl Game<'_> {
|
||||
}
|
||||
|
||||
// Draw the next cell
|
||||
let next_cell = self.pacman.borrow().next_cell(None);
|
||||
let next_cell = self.pacman.borrow().base.next_cell(None);
|
||||
self.draw_cell((next_cell.0 as u32, next_cell.1 as u32), Color::YELLOW);
|
||||
}
|
||||
|
||||
// Show valid playable positions
|
||||
if self.debug_mode == DebugMode::ValidPositions {
|
||||
let valid_positions_vec = {
|
||||
let mut map = self.map.borrow_mut();
|
||||
map.get_valid_playable_positions().clone()
|
||||
};
|
||||
for &pos in &valid_positions_vec {
|
||||
self.draw_cell((pos.x, pos.y), Color::RGB(255, 140, 0)); // ORANGE
|
||||
}
|
||||
}
|
||||
|
||||
// Pathfinding debug mode
|
||||
if self.debug_mode == DebugMode::Pathfinding {
|
||||
// Show the current path for Blinky
|
||||
if let Some((path, _)) = self.blinky.get_path_to_target({
|
||||
let (tx, ty) = self.blinky.get_target_tile();
|
||||
(tx as u32, ty as u32)
|
||||
}) {
|
||||
for &(x, y) in &path {
|
||||
self.draw_cell((x, y), Color::YELLOW);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Present the canvas
|
||||
self.canvas.present();
|
||||
}
|
||||
|
||||
355
src/ghost.rs
355
src/ghost.rs
@@ -1,19 +1,11 @@
|
||||
use pathfinding::prelude::astar;
|
||||
use sdl2::{
|
||||
pixels::Color,
|
||||
render::{Canvas, Texture},
|
||||
video::Window,
|
||||
};
|
||||
use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
|
||||
use pathfinding::prelude::dijkstra;
|
||||
use rand::Rng;
|
||||
|
||||
use crate::{
|
||||
animation::AnimatedTexture,
|
||||
constants::{MapTile, BOARD_OFFSET, CELL_SIZE},
|
||||
constants::{MapTile, BOARD_WIDTH},
|
||||
direction::Direction,
|
||||
entity::Entity,
|
||||
entity::{Entity, MovableEntity, Renderable},
|
||||
map::Map,
|
||||
modulation::{SimpleTickModulator, TickModulator},
|
||||
pacman::Pacman,
|
||||
@@ -45,38 +37,26 @@ pub enum GhostType {
|
||||
|
||||
impl GhostType {
|
||||
/// Returns the color of the ghost.
|
||||
pub fn color(&self) -> Color {
|
||||
pub fn color(&self) -> sdl2::pixels::Color {
|
||||
match self {
|
||||
GhostType::Blinky => Color::RGB(255, 0, 0),
|
||||
GhostType::Pinky => Color::RGB(255, 184, 255),
|
||||
GhostType::Inky => Color::RGB(0, 255, 255),
|
||||
GhostType::Clyde => Color::RGB(255, 184, 82),
|
||||
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0),
|
||||
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 184, 255),
|
||||
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255),
|
||||
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 184, 82),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Base ghost struct that contains common functionality
|
||||
pub struct Ghost<'a> {
|
||||
/// The absolute position of the ghost on the board, in pixels
|
||||
pub pixel_position: (i32, i32),
|
||||
/// The position of the ghost on the board, in grid coordinates
|
||||
pub cell_position: (u32, u32),
|
||||
/// The current direction of the ghost
|
||||
pub direction: Direction,
|
||||
/// Shared movement and position fields.
|
||||
pub base: MovableEntity,
|
||||
/// The current mode of the ghost
|
||||
pub mode: GhostMode,
|
||||
/// The type/personality of this ghost
|
||||
pub ghost_type: GhostType,
|
||||
/// Whether the ghost is currently blue (frightened)
|
||||
pub is_blue: bool,
|
||||
/// Reference to the game map
|
||||
pub map: Rc<RefCell<Map>>,
|
||||
/// Reference to Pac-Man for targeting
|
||||
pub pacman: Rc<RefCell<Pacman<'a>>>,
|
||||
/// Movement speed
|
||||
speed: u32,
|
||||
/// Movement modulator
|
||||
modulation: SimpleTickModulator,
|
||||
pub pacman: std::rc::Rc<std::cell::RefCell<Pacman<'a>>>,
|
||||
/// Ghost body sprite
|
||||
body_sprite: AnimatedTexture<'a>,
|
||||
/// Ghost eyes sprite
|
||||
@@ -88,99 +68,32 @@ impl Ghost<'_> {
|
||||
pub fn new<'a>(
|
||||
ghost_type: GhostType,
|
||||
starting_position: (u32, u32),
|
||||
body_texture: Texture<'a>,
|
||||
eyes_texture: Texture<'a>,
|
||||
map: Rc<RefCell<Map>>,
|
||||
pacman: Rc<RefCell<Pacman<'a>>>,
|
||||
body_texture: sdl2::render::Texture<'a>,
|
||||
eyes_texture: sdl2::render::Texture<'a>,
|
||||
map: std::rc::Rc<std::cell::RefCell<Map>>,
|
||||
pacman: std::rc::Rc<std::cell::RefCell<Pacman<'a>>>,
|
||||
) -> Ghost<'a> {
|
||||
let color = ghost_type.color();
|
||||
let mut body_sprite = AnimatedTexture::new(body_texture, 8, 2, 32, 32, Some((-4, -4)));
|
||||
body_sprite.set_color_modulation(color.r, color.g, color.b);
|
||||
|
||||
let pixel_position = Map::cell_to_pixel(starting_position);
|
||||
Ghost {
|
||||
pixel_position: Map::cell_to_pixel(starting_position),
|
||||
cell_position: starting_position,
|
||||
direction: Direction::Left,
|
||||
base: MovableEntity::new(
|
||||
pixel_position,
|
||||
starting_position,
|
||||
Direction::Left,
|
||||
3,
|
||||
SimpleTickModulator::new(1.0),
|
||||
map,
|
||||
),
|
||||
mode: GhostMode::Chase,
|
||||
ghost_type,
|
||||
is_blue: false,
|
||||
map,
|
||||
pacman,
|
||||
speed: 3,
|
||||
modulation: SimpleTickModulator::new(1.0),
|
||||
body_sprite,
|
||||
eyes_sprite: AnimatedTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))),
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders the ghost to the canvas
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
// Render body
|
||||
if self.mode != GhostMode::Eyes {
|
||||
let color = if self.mode == GhostMode::Frightened {
|
||||
Color::RGB(0, 0, 255)
|
||||
} else {
|
||||
self.ghost_type.color()
|
||||
};
|
||||
|
||||
self.body_sprite
|
||||
.set_color_modulation(color.r, color.g, color.b);
|
||||
self.body_sprite
|
||||
.render(canvas, self.pixel_position, Direction::Right);
|
||||
}
|
||||
|
||||
// Always render eyes on top
|
||||
let eye_frame = if self.mode == GhostMode::Frightened {
|
||||
4 // Frightened frame
|
||||
} else {
|
||||
match self.direction {
|
||||
Direction::Right => 0,
|
||||
Direction::Up => 1,
|
||||
Direction::Left => 2,
|
||||
Direction::Down => 3,
|
||||
}
|
||||
};
|
||||
|
||||
self.eyes_sprite.render_static(
|
||||
canvas,
|
||||
self.pixel_position,
|
||||
Direction::Right,
|
||||
Some(eye_frame),
|
||||
);
|
||||
}
|
||||
|
||||
/// Calculates the path to the target tile using the A* algorithm.
|
||||
fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
|
||||
let start = self.cell_position;
|
||||
let map = self.map.borrow();
|
||||
|
||||
astar(
|
||||
&start,
|
||||
|&p| {
|
||||
let mut successors = vec![];
|
||||
for dir in &[
|
||||
Direction::Up,
|
||||
Direction::Down,
|
||||
Direction::Left,
|
||||
Direction::Right,
|
||||
] {
|
||||
let (dx, dy) = dir.offset();
|
||||
let next_p = (p.0 as i32 + dx, p.1 as i32 + dy);
|
||||
if let Some(tile) = map.get_tile(next_p) {
|
||||
if tile != MapTile::Wall {
|
||||
successors.push(((next_p.0 as u32, next_p.1 as u32), 1));
|
||||
}
|
||||
}
|
||||
}
|
||||
successors
|
||||
},
|
||||
|&p| {
|
||||
((p.0 as i32 - target.0 as i32).abs() + (p.1 as i32 - target.1 as i32).abs()) as u32
|
||||
},
|
||||
|&p| p == target,
|
||||
)
|
||||
}
|
||||
|
||||
/// Gets the target tile for this ghost based on its current mode
|
||||
pub fn get_target_tile(&self) -> (i32, i32) {
|
||||
match self.mode {
|
||||
@@ -204,8 +117,7 @@ impl Ghost<'_> {
|
||||
|
||||
/// Gets a random adjacent tile for frightened mode
|
||||
fn get_random_target(&self) -> (i32, i32) {
|
||||
let mut rng = rand::thread_rng();
|
||||
let (x, y) = self.cell_position;
|
||||
let mut rng = rand::rng();
|
||||
let mut possible_moves = Vec::new();
|
||||
|
||||
// Check all four directions
|
||||
@@ -216,28 +128,26 @@ impl Ghost<'_> {
|
||||
Direction::Right,
|
||||
] {
|
||||
// Don't allow reversing direction
|
||||
if *dir == self.direction.opposite() {
|
||||
if *dir == self.base.direction.opposite() {
|
||||
continue;
|
||||
}
|
||||
|
||||
let (dx, dy) = dir.offset();
|
||||
let next_cell = (x as i32 + dx, y as i32 + dy);
|
||||
let tile = self.map.borrow().get_tile(next_cell);
|
||||
if let Some(MapTile::Wall) = tile {
|
||||
// It's a wall, not a valid move
|
||||
} else {
|
||||
let next_cell = self.base.next_cell(Some(*dir));
|
||||
if !matches!(
|
||||
self.base.map.borrow().get_tile(next_cell),
|
||||
Some(MapTile::Wall)
|
||||
) {
|
||||
possible_moves.push(next_cell);
|
||||
}
|
||||
}
|
||||
|
||||
if possible_moves.is_empty() {
|
||||
// No valid moves, must reverse
|
||||
let (dx, dy) = self.direction.opposite().offset();
|
||||
return (x as i32 + dx, y as i32 + dy);
|
||||
self.base.next_cell(Some(self.base.direction.opposite()))
|
||||
} else {
|
||||
// Choose a random valid move
|
||||
possible_moves[rng.random_range(0..possible_moves.len())]
|
||||
}
|
||||
|
||||
// Choose a random valid move
|
||||
possible_moves[rng.gen_range(0..possible_moves.len())]
|
||||
}
|
||||
|
||||
/// Gets the ghost house target for returning eyes
|
||||
@@ -254,7 +164,47 @@ impl Ghost<'_> {
|
||||
fn get_chase_target(&self) -> (i32, i32) {
|
||||
// Default implementation just targets Pac-Man directly
|
||||
let pacman = self.pacman.borrow();
|
||||
(pacman.cell_position.0 as i32, pacman.cell_position.1 as i32)
|
||||
let cell = pacman.base().cell_position;
|
||||
(cell.0 as i32, cell.1 as i32)
|
||||
}
|
||||
|
||||
/// Calculates the path to the target tile using the A* algorithm.
|
||||
pub fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
|
||||
let start = self.base.cell_position;
|
||||
let map = self.base.map.borrow();
|
||||
|
||||
dijkstra(
|
||||
&start,
|
||||
|&p| {
|
||||
let mut successors = vec![];
|
||||
let tile = map.get_tile((p.0 as i32, p.1 as i32));
|
||||
// Tunnel wrap: if currently in a tunnel, add the opposite exit as a neighbor
|
||||
if let Some(MapTile::Tunnel) = tile {
|
||||
if p.0 == 0 {
|
||||
successors.push(((BOARD_WIDTH - 2, p.1), 1));
|
||||
} else if p.0 == BOARD_WIDTH - 1 {
|
||||
successors.push(((1, p.1), 1));
|
||||
}
|
||||
}
|
||||
for dir in &[
|
||||
Direction::Up,
|
||||
Direction::Down,
|
||||
Direction::Left,
|
||||
Direction::Right,
|
||||
] {
|
||||
let (dx, dy) = dir.offset();
|
||||
let next_p = (p.0 as i32 + dx, p.1 as i32 + dy);
|
||||
if let Some(tile) = map.get_tile(next_p) {
|
||||
if tile == MapTile::Wall {
|
||||
continue;
|
||||
}
|
||||
successors.push(((next_p.0 as u32, next_p.1 as u32), 1));
|
||||
}
|
||||
}
|
||||
successors
|
||||
},
|
||||
|&p| p == target,
|
||||
)
|
||||
}
|
||||
|
||||
/// Changes the ghost's mode and handles direction reversal
|
||||
@@ -266,30 +216,24 @@ impl Ghost<'_> {
|
||||
|
||||
self.mode = new_mode;
|
||||
|
||||
self.base.speed = match new_mode {
|
||||
GhostMode::Chase => 3,
|
||||
GhostMode::Scatter => 2,
|
||||
GhostMode::Frightened => 2,
|
||||
GhostMode::Eyes => 7,
|
||||
GhostMode::House => 0,
|
||||
};
|
||||
|
||||
if should_reverse {
|
||||
self.direction = self.direction.opposite();
|
||||
self.base
|
||||
.set_direction_if_valid(self.base.direction.opposite());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Entity for Ghost<'_> {
|
||||
fn position(&self) -> (i32, i32) {
|
||||
self.pixel_position
|
||||
}
|
||||
|
||||
fn cell_position(&self) -> (u32, u32) {
|
||||
self.cell_position
|
||||
}
|
||||
|
||||
fn internal_position(&self) -> (u32, u32) {
|
||||
let (x, y) = self.position();
|
||||
(x as u32 % CELL_SIZE, y as u32 % CELL_SIZE)
|
||||
}
|
||||
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
let (x, y) = self.position();
|
||||
let (other_x, other_y) = other.position();
|
||||
x == other_x && y == other_y
|
||||
fn base(&self) -> &MovableEntity {
|
||||
&self.base
|
||||
}
|
||||
|
||||
fn tick(&mut self) {
|
||||
@@ -298,70 +242,83 @@ impl Entity for Ghost<'_> {
|
||||
return;
|
||||
}
|
||||
|
||||
if self.internal_position() == (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,
|
||||
);
|
||||
if self.base.is_grid_aligned() {
|
||||
self.base.update_cell_position();
|
||||
|
||||
// Pathfinding logic
|
||||
let target_tile = self.get_target_tile();
|
||||
if let Some((path, _)) =
|
||||
self.get_path_to_target((target_tile.0 as u32, target_tile.1 as u32))
|
||||
{
|
||||
if path.len() > 1 {
|
||||
let next_move = path[1];
|
||||
let (x, y) = self.cell_position;
|
||||
let dx = next_move.0 as i32 - x as i32;
|
||||
let dy = next_move.1 as i32 - y as i32;
|
||||
self.direction = if dx > 0 {
|
||||
Direction::Right
|
||||
} else if dx < 0 {
|
||||
Direction::Left
|
||||
} else if dy > 0 {
|
||||
Direction::Down
|
||||
} else {
|
||||
Direction::Up
|
||||
};
|
||||
if !self.base.handle_tunnel() {
|
||||
// Pathfinding logic (only if not in tunnel)
|
||||
let target_tile = self.get_target_tile();
|
||||
if let Some((path, _)) =
|
||||
self.get_path_to_target((target_tile.0 as u32, target_tile.1 as u32))
|
||||
{
|
||||
if path.len() > 1 {
|
||||
let next_move = path[1];
|
||||
let (x, y) = self.base.cell_position;
|
||||
let dx = next_move.0 as i32 - x as i32;
|
||||
let dy = next_move.1 as i32 - y as i32;
|
||||
let new_direction = if dx > 0 {
|
||||
Direction::Right
|
||||
} else if dx < 0 {
|
||||
Direction::Left
|
||||
} else if dy > 0 {
|
||||
Direction::Down
|
||||
} else {
|
||||
Direction::Up
|
||||
};
|
||||
self.base.set_direction_if_valid(new_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if the next tile in the current direction is a wall
|
||||
let (dx, dy) = self.direction.offset();
|
||||
let next_cell = (
|
||||
self.cell_position.0 as i32 + dx,
|
||||
self.cell_position.1 as i32 + dy,
|
||||
);
|
||||
let next_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile(next_cell)
|
||||
.unwrap_or(MapTile::Empty);
|
||||
if next_tile == MapTile::Wall {
|
||||
// Don't move if the next tile is a wall
|
||||
// Don't move if the next tile is a wall
|
||||
if self.base.is_wall_ahead(None) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if !self.modulation.next() {
|
||||
return;
|
||||
}
|
||||
if self.base.modulation.next() {
|
||||
self.base.move_forward();
|
||||
|
||||
// Update position based on current direction and speed
|
||||
let speed = self.speed as i32;
|
||||
match self.direction {
|
||||
Direction::Right => self.pixel_position.0 += speed,
|
||||
Direction::Left => self.pixel_position.0 -= speed,
|
||||
Direction::Up => self.pixel_position.1 -= speed,
|
||||
Direction::Down => self.pixel_position.1 += speed,
|
||||
}
|
||||
|
||||
// Update cell position when aligned with grid
|
||||
if self.internal_position() == (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,
|
||||
);
|
||||
if self.base.is_grid_aligned() {
|
||||
self.base.update_cell_position();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderable for Ghost<'_> {
|
||||
fn render(&mut self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) {
|
||||
// Render body
|
||||
if self.mode != GhostMode::Eyes {
|
||||
let color = if self.mode == GhostMode::Frightened {
|
||||
sdl2::pixels::Color::RGB(0, 0, 255)
|
||||
} else {
|
||||
self.ghost_type.color()
|
||||
};
|
||||
|
||||
self.body_sprite
|
||||
.set_color_modulation(color.r, color.g, color.b);
|
||||
self.body_sprite
|
||||
.render(canvas, self.base.pixel_position, Direction::Right);
|
||||
}
|
||||
|
||||
// Always render eyes on top
|
||||
let eye_frame = if self.mode == GhostMode::Frightened {
|
||||
4 // Frightened frame
|
||||
} else {
|
||||
match self.base.direction {
|
||||
Direction::Right => 0,
|
||||
Direction::Up => 1,
|
||||
Direction::Left => 2,
|
||||
Direction::Down => 3,
|
||||
}
|
||||
};
|
||||
|
||||
self.eyes_sprite.render_static(
|
||||
canvas,
|
||||
self.base.pixel_position,
|
||||
Direction::Right,
|
||||
Some(eye_frame),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
use crate::{
|
||||
entity::Entity,
|
||||
entity::{Entity, MovableEntity, Renderable},
|
||||
ghost::{Ghost, GhostMode, GhostType},
|
||||
map::Map,
|
||||
pacman::Pacman,
|
||||
@@ -38,7 +38,8 @@ impl<'a> Blinky<'a> {
|
||||
/// Gets Blinky's chase target - directly targets Pac-Man's current position
|
||||
fn get_chase_target(&self) -> (i32, i32) {
|
||||
let pacman = self.ghost.pacman.borrow();
|
||||
(pacman.cell_position.0 as i32, pacman.cell_position.1 as i32)
|
||||
let cell = pacman.base().cell_position;
|
||||
(cell.0 as i32, cell.1 as i32)
|
||||
}
|
||||
|
||||
pub fn set_mode(&mut self, mode: GhostMode) {
|
||||
@@ -46,21 +47,13 @@ impl<'a> Blinky<'a> {
|
||||
}
|
||||
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
self.ghost.render(canvas);
|
||||
Renderable::render(&mut self.ghost, canvas);
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a> Entity for Blinky<'a> {
|
||||
fn position(&self) -> (i32, i32) {
|
||||
self.ghost.position()
|
||||
}
|
||||
|
||||
fn cell_position(&self) -> (u32, u32) {
|
||||
self.ghost.cell_position()
|
||||
}
|
||||
|
||||
fn internal_position(&self) -> (u32, u32) {
|
||||
self.ghost.internal_position()
|
||||
fn base(&self) -> &MovableEntity {
|
||||
self.ghost.base()
|
||||
}
|
||||
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
|
||||
@@ -1,3 +1 @@
|
||||
mod blinky;
|
||||
|
||||
pub use blinky::Blinky;
|
||||
pub mod blinky;
|
||||
|
||||
20
src/main.rs
20
src/main.rs
@@ -123,12 +123,7 @@ pub fn main() {
|
||||
|
||||
// The target time for each frame of the game loop (60 FPS).
|
||||
let loop_time = Duration::from_secs(1) / 60;
|
||||
let mut tick_no = 0u32;
|
||||
|
||||
// The start of a period of time over which we average the frame time.
|
||||
let mut last_averaging_time = Instant::now();
|
||||
// The total time spent sleeping during the current averaging period.
|
||||
let mut sleep_time = Duration::ZERO;
|
||||
let mut paused = false;
|
||||
// Whether the window is currently shown.
|
||||
let mut shown = false;
|
||||
@@ -203,7 +198,6 @@ pub fn main() {
|
||||
std::thread::sleep(time);
|
||||
}
|
||||
}
|
||||
sleep_time += time;
|
||||
} else {
|
||||
event!(
|
||||
tracing::Level::WARN,
|
||||
@@ -212,20 +206,6 @@ pub fn main() {
|
||||
);
|
||||
}
|
||||
|
||||
tick_no += 1;
|
||||
|
||||
// Caclulate and display performance statistics every 60 seconds.
|
||||
const PERIOD: u32 = 60 * 60;
|
||||
let tick_mod = tick_no % PERIOD;
|
||||
if tick_mod % PERIOD == 0 {
|
||||
let average_fps = PERIOD as f32 / last_averaging_time.elapsed().as_secs_f32();
|
||||
let average_sleep = sleep_time / PERIOD;
|
||||
let average_process = loop_time - average_sleep;
|
||||
|
||||
sleep_time = Duration::ZERO;
|
||||
last_averaging_time = Instant::now();
|
||||
}
|
||||
|
||||
true
|
||||
};
|
||||
|
||||
|
||||
109
src/map.rs
109
src/map.rs
@@ -1,6 +1,44 @@
|
||||
//! This module defines the game map and provides functions for interacting with it.
|
||||
use rand::seq::IteratorRandom;
|
||||
|
||||
use crate::constants::{MapTile, BOARD_OFFSET, CELL_SIZE};
|
||||
use crate::constants::{BOARD_HEIGHT, BOARD_WIDTH};
|
||||
use std::collections::{HashSet, VecDeque};
|
||||
use std::ops::Add;
|
||||
|
||||
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
|
||||
pub struct SignedPosition {
|
||||
pub x: i32,
|
||||
pub y: i32,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
|
||||
pub struct Position {
|
||||
pub x: u32,
|
||||
pub y: u32,
|
||||
}
|
||||
|
||||
impl Add<SignedPosition> for Position {
|
||||
type Output = Position;
|
||||
fn add(self, rhs: SignedPosition) -> Self::Output {
|
||||
Position {
|
||||
x: (self.x as i32 + rhs.x) as u32,
|
||||
y: (self.y as i32 + rhs.y) as u32,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Position {
|
||||
pub fn as_i32(&self) -> (i32, i32) {
|
||||
(self.x as i32, self.y as i32)
|
||||
}
|
||||
pub fn wrapping_add(&self, dx: i32, dy: i32) -> Position {
|
||||
Position {
|
||||
x: (self.x as i32 + dx) as u32,
|
||||
y: (self.y as i32 + dy) as u32,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The game map.
|
||||
///
|
||||
@@ -41,6 +79,7 @@ impl Map {
|
||||
'.' => MapTile::Pellet,
|
||||
'o' => MapTile::PowerPellet,
|
||||
' ' => MapTile::Empty,
|
||||
'T' => MapTile::Tunnel,
|
||||
c @ '0' | c @ '1' | c @ '2' | c @ '3' | c @ '4' => {
|
||||
MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)
|
||||
}
|
||||
@@ -113,4 +152,74 @@ impl Map {
|
||||
((cell.1 + BOARD_OFFSET.1) * CELL_SIZE) as i32,
|
||||
)
|
||||
}
|
||||
|
||||
/// Returns a reference to a cached vector of all valid playable positions in the maze.
|
||||
/// This is computed once using a flood fill from a random pellet, and then cached.
|
||||
pub fn get_valid_playable_positions(&mut self) -> &Vec<Position> {
|
||||
use MapTile::*;
|
||||
static mut CACHE: Option<Vec<Position>> = None;
|
||||
// SAFETY: This is only mutated once, and only in this function.
|
||||
unsafe {
|
||||
if let Some(ref cached) = CACHE {
|
||||
return cached;
|
||||
}
|
||||
}
|
||||
// Find a random starting pellet
|
||||
let mut pellet_positions = vec![];
|
||||
for x in 0..BOARD_WIDTH as u32 {
|
||||
for y in 0..BOARD_HEIGHT as u32 {
|
||||
match self.current[x as usize][y as usize] {
|
||||
Pellet | PowerPellet => pellet_positions.push(Position { x, y }),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
let mut rng = rand::rng();
|
||||
let &start = pellet_positions
|
||||
.iter()
|
||||
.choose(&mut rng)
|
||||
.expect("No pellet found for flood fill");
|
||||
// Flood fill
|
||||
let mut visited = HashSet::new();
|
||||
let mut queue = VecDeque::new();
|
||||
|
||||
queue.push_back(start);
|
||||
while let Some(pos) = queue.pop_front() {
|
||||
// Mark visited, skip if already visited
|
||||
if !visited.insert(pos) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if the current tile is valid
|
||||
match self.current[pos.x as usize][pos.y as usize] {
|
||||
Empty | Pellet | PowerPellet => {
|
||||
// Valid, continue flood
|
||||
for offset in [
|
||||
SignedPosition { x: -1, y: 0 },
|
||||
SignedPosition { x: 1, y: 0 },
|
||||
SignedPosition { x: 0, y: -1 },
|
||||
SignedPosition { x: 0, y: 1 },
|
||||
] {
|
||||
let neighbor = pos + offset;
|
||||
if neighbor.x < BOARD_WIDTH as u32 && neighbor.y < BOARD_HEIGHT as u32 {
|
||||
let neighbor_tile =
|
||||
self.current[neighbor.x as usize][neighbor.y as usize];
|
||||
if matches!(neighbor_tile, Empty | Pellet | PowerPellet) {
|
||||
queue.push_back(neighbor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
StartingPosition(_) | Wall | Tunnel => {
|
||||
// Not valid, do not continue
|
||||
}
|
||||
}
|
||||
}
|
||||
let mut result: Vec<Position> = visited.into_iter().collect();
|
||||
result.sort_unstable();
|
||||
unsafe {
|
||||
CACHE = Some(result);
|
||||
CACHE.as_ref().unwrap()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
215
src/pacman.rs
215
src/pacman.rs
@@ -10,229 +10,112 @@ use tracing::event;
|
||||
|
||||
use crate::{
|
||||
animation::AnimatedTexture,
|
||||
constants::MapTile,
|
||||
constants::{BOARD_OFFSET, CELL_SIZE},
|
||||
direction::Direction,
|
||||
entity::Entity,
|
||||
entity::{Entity, MovableEntity, Renderable},
|
||||
map::Map,
|
||||
modulation::{SimpleTickModulator, TickModulator},
|
||||
};
|
||||
|
||||
/// The Pac-Man entity.
|
||||
pub struct Pacman<'a> {
|
||||
/// 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,
|
||||
/// Shared movement and position fields.
|
||||
pub base: MovableEntity,
|
||||
/// 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,
|
||||
modulation: SimpleTickModulator,
|
||||
sprite: AnimatedTexture<'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> {
|
||||
let pixel_position = Map::cell_to_pixel(starting_position);
|
||||
Pacman {
|
||||
pixel_position: Map::cell_to_pixel(starting_position),
|
||||
cell_position: starting_position,
|
||||
direction: Direction::Right,
|
||||
base: MovableEntity::new(
|
||||
pixel_position,
|
||||
starting_position,
|
||||
Direction::Right,
|
||||
3,
|
||||
SimpleTickModulator::new(1.0),
|
||||
map,
|
||||
),
|
||||
next_direction: None,
|
||||
speed: 3,
|
||||
map,
|
||||
stopped: false,
|
||||
modulation: SimpleTickModulator::new(1.0),
|
||||
sprite: AnimatedTexture::new(atlas, 2, 3, 32, 32, Some((-4, -4))),
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders Pac-Man to the canvas.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `canvas` - The SDL canvas to render to.
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
if self.stopped {
|
||||
self.sprite
|
||||
.render_static(canvas, self.pixel_position, self.direction, Some(2));
|
||||
} else {
|
||||
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;
|
||||
(cell.0 as i32 + x, cell.1 as i32 + y)
|
||||
}
|
||||
|
||||
/// 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 {
|
||||
if self.base.set_direction_if_valid(next_direction) {
|
||||
self.next_direction = None;
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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 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
|
||||
false
|
||||
}
|
||||
|
||||
/// 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.
|
||||
/// Returns the internal position of Pac-Man, rounded down to the nearest even number.
|
||||
fn internal_position_even(&self) -> (u32, u32) {
|
||||
let (x, y) = self.internal_position();
|
||||
let (x, y) = self.base.internal_position();
|
||||
((x / 2u32) * 2u32, (y / 2u32) * 2u32)
|
||||
}
|
||||
}
|
||||
|
||||
impl Entity for Pacman<'_> {
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
let (x, y) = self.position();
|
||||
let (other_x, other_y) = other.position();
|
||||
x == other_x && y == other_y
|
||||
}
|
||||
|
||||
fn position(&self) -> (i32, i32) {
|
||||
self.pixel_position
|
||||
}
|
||||
|
||||
fn cell_position(&self) -> (u32, u32) {
|
||||
self.cell_position
|
||||
}
|
||||
|
||||
fn internal_position(&self) -> (u32, u32) {
|
||||
let (x, y) = self.position();
|
||||
(x as u32 % CELL_SIZE, y as u32 % CELL_SIZE)
|
||||
fn base(&self) -> &MovableEntity {
|
||||
&self.base
|
||||
}
|
||||
|
||||
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 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);
|
||||
|
||||
if next_tile != MapTile::Wall {
|
||||
self.direction = next_direction;
|
||||
self.next_direction = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if can_change {
|
||||
self.handle_direction_change();
|
||||
self.base.update_cell_position();
|
||||
|
||||
// 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.base.handle_tunnel() {
|
||||
// Handle direction change as normal if not in tunnel
|
||||
self.handle_direction_change();
|
||||
|
||||
if !self.stopped && next_tile == MapTile::Wall {
|
||||
event!(tracing::Level::DEBUG, "Wall collision. Stopping.");
|
||||
self.stopped = true;
|
||||
} else if self.stopped && next_tile != MapTile::Wall {
|
||||
event!(tracing::Level::DEBUG, "Wall collision resolved. Moving.");
|
||||
self.stopped = false;
|
||||
// Check if the next tile in the current direction is a wall
|
||||
if !self.stopped && self.base.is_wall_ahead(None) {
|
||||
self.stopped = true;
|
||||
} else if self.stopped && !self.base.is_wall_ahead(None) {
|
||||
self.stopped = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if !self.stopped {
|
||||
if self.modulation.next() {
|
||||
let speed = self.speed as i32;
|
||||
match self.direction {
|
||||
Direction::Right => {
|
||||
self.pixel_position.0 += speed;
|
||||
}
|
||||
Direction::Left => {
|
||||
self.pixel_position.0 -= speed;
|
||||
}
|
||||
Direction::Up => {
|
||||
self.pixel_position.1 -= speed;
|
||||
}
|
||||
Direction::Down => {
|
||||
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,
|
||||
);
|
||||
}
|
||||
if !self.stopped && self.base.modulation.next() {
|
||||
self.base.move_forward();
|
||||
if self.internal_position_even() == (0, 0) {
|
||||
self.base.update_cell_position();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderable for Pacman<'_> {
|
||||
fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
if self.stopped {
|
||||
self.sprite.render_static(
|
||||
canvas,
|
||||
self.base.pixel_position,
|
||||
self.base.direction,
|
||||
Some(2),
|
||||
);
|
||||
} else {
|
||||
self.sprite
|
||||
.render(canvas, self.base.pixel_position, self.base.direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user