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9 changed files with 693 additions and 655 deletions

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@@ -1,4 +1,4 @@
//! This module provides a simple animation system for textures.
//! This module provides a simple animation and atlas system for textures.
use sdl2::{
rect::Rect,
render::{Canvas, Texture},
@@ -7,144 +7,75 @@ use sdl2::{
use crate::direction::Direction;
/// An animated texture, which is a texture that is rendered as a series of
/// frames.
///
/// This struct manages the state of an animated texture, including the current
/// frame and the number of frames in the animation.
pub struct AnimatedTexture<'a> {
// Parameters
raw_texture: Texture<'a>,
offset: (i32, i32),
ticks_per_frame: u32,
frame_count: u32,
width: u32,
height: u32,
// State
ticker: u32,
reversed: bool,
}
impl<'a> AnimatedTexture<'a> {
pub fn new(
texture: Texture<'a>,
ticks_per_frame: u32,
frame_count: u32,
width: u32,
height: u32,
offset: Option<(i32, i32)>,
) -> Self {
AnimatedTexture {
raw_texture: texture,
ticker: 0,
reversed: false,
ticks_per_frame,
frame_count,
width,
height,
offset: offset.unwrap_or((0, 0)),
}
}
fn current_frame(&self) -> u32 {
self.ticker / self.ticks_per_frame
}
/// Advances the animation by one tick.
///
/// This method updates the internal ticker that tracks the current frame
/// of the animation. The animation automatically reverses direction when
/// it reaches the end, creating a ping-pong effect.
///
/// When `reversed` is `false`, the ticker increments until it reaches
/// the total number of ticks for all frames, then reverses direction.
/// When `reversed` is `true`, the ticker decrements until it reaches 0,
/// then reverses direction again.
pub fn tick(&mut self) {
if self.reversed {
self.ticker -= 1;
if self.ticker == 0 {
self.reversed = !self.reversed;
}
} else {
self.ticker += 1;
if self.ticker + 1 == self.ticks_per_frame * self.frame_count {
self.reversed = !self.reversed;
}
}
}
/// Gets the source rectangle for a specific frame of the animated texture.
///
/// This method calculates the position and dimensions of a frame within the
/// texture atlas. Frames are arranged horizontally in a single row, so the
/// rectangle's x-coordinate is calculated by multiplying the frame index
/// by the frame width.
///
/// # Arguments
///
/// * `frame` - The frame index to get the rectangle for (0-based)
///
/// # Returns
///
/// A `Rect` representing the source rectangle for the specified frame
fn get_frame_rect(&self, frame: u32) -> Option<Rect> {
if frame >= self.frame_count {
return None;
}
Some(Rect::new(
frame as i32 * self.width as i32,
0,
self.width,
self.height,
))
}
pub fn render(
/// Trait for drawable atlas-based textures
pub trait FrameDrawn {
fn render(
&mut self,
canvas: &mut Canvas<Window>,
position: (i32, i32),
direction: Direction,
) {
self.render_static(canvas, position, direction, Some(self.current_frame()));
self.tick();
frame: Option<u32>,
);
}
/// A texture atlas abstraction for static (non-animated) rendering.
pub struct AtlasTexture<'a> {
pub raw_texture: Texture<'a>,
pub offset: (i32, i32),
pub frame_count: u32,
pub frame_width: u32,
pub frame_height: u32,
}
impl<'a> AtlasTexture<'a> {
pub fn new(
texture: Texture<'a>,
frame_count: u32,
frame_width: u32,
frame_height: u32,
offset: Option<(i32, i32)>,
) -> Self {
AtlasTexture {
raw_texture: texture,
frame_count,
frame_width,
frame_height,
offset: offset.unwrap_or((0, 0)),
}
}
/// Renders a specific frame of the animated texture to the canvas.
///
/// This method renders a static frame without advancing the animation ticker.
/// It's useful for displaying a specific frame, such as when an entity is stopped
/// or when you want to manually control which frame is displayed.
///
/// # Arguments
///
/// * `canvas` - The SDL canvas to render to
/// * `position` - The pixel position where the texture should be rendered
/// * `direction` - The direction to rotate the texture based on entity facing
/// * `frame` - Optional specific frame to render. If `None`, uses the current frame
///
/// # Panics
///
/// Panics if the specified frame is out of bounds for this texture.
pub fn render_static(
pub fn get_frame_rect(&self, frame: u32) -> Option<Rect> {
if frame >= self.frame_count {
return None;
}
Some(Rect::new(
frame as i32 * self.frame_width as i32,
0,
self.frame_width,
self.frame_height,
))
}
pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) {
self.raw_texture.set_color_mod(r, g, b);
}
}
impl<'a> FrameDrawn for AtlasTexture<'a> {
fn render(
&mut self,
canvas: &mut Canvas<Window>,
position: (i32, i32),
direction: Direction,
frame: Option<u32>,
) {
let texture_source_frame_rect =
self.get_frame_rect(frame.unwrap_or_else(|| self.current_frame()));
let texture_source_frame_rect = self.get_frame_rect(frame.unwrap_or(0));
let canvas_destination_rect = Rect::new(
position.0 + self.offset.0,
position.1 + self.offset.1,
self.width,
self.height,
self.frame_width,
self.frame_height,
);
canvas
.copy_ex(
&self.raw_texture,
@@ -157,9 +88,88 @@ impl<'a> AnimatedTexture<'a> {
)
.expect("Could not render texture on canvas");
}
}
/// An animated texture using a texture atlas.
pub struct AnimatedAtlasTexture<'a> {
pub atlas: AtlasTexture<'a>,
pub ticks_per_frame: u32,
pub ticker: u32,
pub reversed: bool,
pub paused: bool,
}
impl<'a> AnimatedAtlasTexture<'a> {
pub fn new(
texture: Texture<'a>,
ticks_per_frame: u32,
frame_count: u32,
width: u32,
height: u32,
offset: Option<(i32, i32)>,
) -> Self {
AnimatedAtlasTexture {
atlas: AtlasTexture::new(texture, frame_count, width, height, offset),
ticks_per_frame,
ticker: 0,
reversed: false,
paused: false,
}
}
fn current_frame(&self) -> u32 {
self.ticker / self.ticks_per_frame
}
/// Advances the animation by one tick, unless paused.
pub fn tick(&mut self) {
if self.paused {
return;
}
if self.reversed {
if self.ticker > 0 {
self.ticker -= 1;
}
if self.ticker == 0 {
self.reversed = !self.reversed;
}
} else {
self.ticker += 1;
if self.ticker + 1 == self.ticks_per_frame * self.atlas.frame_count {
self.reversed = !self.reversed;
}
}
}
pub fn pause(&mut self) {
self.paused = true;
}
pub fn resume(&mut self) {
self.paused = false;
}
pub fn is_paused(&self) -> bool {
self.paused
}
/// Sets the color modulation for the texture.
pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) {
self.raw_texture.set_color_mod(r, g, b);
self.atlas.set_color_modulation(r, g, b);
}
}
impl<'a> FrameDrawn for AnimatedAtlasTexture<'a> {
fn render(
&mut self,
canvas: &mut Canvas<Window>,
position: (i32, i32),
direction: Direction,
frame: Option<u32>,
) {
self.atlas.render(
canvas,
position,
direction,
frame.or(Some(self.current_frame())),
);
self.tick();
}
}

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@@ -1,16 +1,166 @@
//! This module defines the `Entity` trait, which is implemented by all game
//! objects that can be moved and rendered.
use crate::{
constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
direction::Direction,
map::Map,
modulation::SimpleTickModulator,
};
use std::cell::RefCell;
use std::rc::Rc;
/// A trait for game objects that can be moved and rendered.
pub trait Entity {
/// Returns a reference to the base MovableEntity.
fn base(&self) -> &MovableEntity;
/// Returns true if the entity is colliding with the other entity.
fn is_colliding(&self, other: &dyn Entity) -> bool;
/// Returns the absolute position of the entity, in pixels.
fn position(&self) -> (i32, i32);
/// Returns the cell position of the entity, in grid coordinates.
fn cell_position(&self) -> (u32, u32);
/// Returns the position of the entity within its current cell, in pixels.
fn internal_position(&self) -> (u32, u32);
fn is_colliding(&self, other: &dyn Entity) -> bool {
let (x, y) = self.base().pixel_position;
let (other_x, other_y) = other.base().pixel_position;
x == other_x && y == other_y
}
/// Ticks the entity, which updates its state and position.
fn tick(&mut self);
}
/// A struct for movable game entities with position, direction, speed, and modulation.
pub struct MovableEntity {
/// The absolute position of the entity on the board, in pixels.
pub pixel_position: (i32, i32),
/// The position of the entity on the board, in grid coordinates.
pub cell_position: (u32, u32),
/// The current direction of the entity.
pub direction: Direction,
/// Movement speed (pixels per tick).
pub speed: u32,
/// Movement modulator for controlling speed.
pub modulation: SimpleTickModulator,
/// Whether the entity is currently in a tunnel.
pub in_tunnel: bool,
/// Reference to the game map.
pub map: Rc<RefCell<Map>>,
}
impl MovableEntity {
/// Creates a new MovableEntity.
pub fn new(
pixel_position: (i32, i32),
cell_position: (u32, u32),
direction: Direction,
speed: u32,
modulation: SimpleTickModulator,
map: Rc<RefCell<Map>>,
) -> Self {
Self {
pixel_position,
cell_position,
direction,
speed,
modulation,
in_tunnel: false,
map,
}
}
/// Returns the position within the current cell, in pixels.
pub fn internal_position(&self) -> (u32, u32) {
(
self.pixel_position.0 as u32 % CELL_SIZE,
self.pixel_position.1 as u32 % CELL_SIZE,
)
}
/// Move the entity in its current direction by its speed.
pub fn move_forward(&mut self) {
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,
}
}
/// Updates the cell position based on the current pixel position.
pub fn update_cell_position(&mut self) {
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,
);
}
/// Calculates the next cell in the given direction.
pub fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
let (x, y) = direction.unwrap_or(self.direction).offset();
(
self.cell_position.0 as i32 + x,
self.cell_position.1 as i32 + y,
)
}
/// Returns true if the next cell in the given direction is a wall.
pub fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
let next_cell = self.next_cell(direction);
matches!(self.map.borrow().get_tile(next_cell), Some(MapTile::Wall))
}
/// Handles tunnel movement and wrapping.
/// Returns true if the entity is in a tunnel and was handled.
pub fn handle_tunnel(&mut self) -> bool {
if !self.in_tunnel {
let current_tile = self
.map
.borrow()
.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32));
if matches!(current_tile, Some(MapTile::Tunnel)) {
self.in_tunnel = true;
}
}
if self.in_tunnel {
// If out of bounds, teleport to the opposite side and exit tunnel
if self.cell_position.0 == 0 {
self.cell_position.0 = BOARD_WIDTH - 2;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
self.in_tunnel = false;
true
} else if self.cell_position.0 == BOARD_WIDTH - 1 {
self.cell_position.0 = 1;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
self.in_tunnel = false;
true
} else {
// Still in tunnel, keep moving
true
}
} else {
false
}
}
/// Returns true if the entity is aligned with the grid.
pub fn is_grid_aligned(&self) -> bool {
self.internal_position() == (0, 0)
}
/// Attempts to set the direction if the next cell is not a wall.
/// Returns true if the direction was changed.
pub fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
if new_direction == self.direction {
return false;
}
if self.is_wall_ahead(Some(new_direction)) {
return false;
}
self.direction = new_direction;
true
}
}
/// A trait for entities that can be rendered to the screen.
pub trait Renderable {
/// Renders the entity to the canvas.
fn render(&mut self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>);
}

View File

@@ -13,12 +13,15 @@ use sdl2::{pixels::Color, render::Canvas, video::Window};
use tracing::event;
use crate::audio::Audio;
use crate::constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD};
use crate::direction::Direction;
use crate::entity::Entity;
use crate::ghosts::Blinky;
use crate::map::Map;
use crate::pacman::Pacman;
use crate::{
animation::{AtlasTexture, FrameDrawn},
constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD},
direction::Direction,
entity::{Entity, Renderable},
ghosts::blinky::Blinky,
map::Map,
pacman::Pacman,
};
// Embed texture data directly into the executable
static PACMAN_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/pacman.png");
@@ -40,19 +43,20 @@ pub enum DebugMode {
None,
Grid,
Pathfinding,
ValidPositions,
}
pub struct Game<'a> {
canvas: &'a mut Canvas<Window>,
map_texture: Texture<'a>,
pellet_texture: Texture<'a>,
power_pellet_texture: Texture<'a>,
pellet_texture: AtlasTexture<'a>,
power_pellet_texture: AtlasTexture<'a>,
font: Font<'a, 'static>,
pacman: Rc<RefCell<Pacman<'a>>>,
map: Rc<std::cell::RefCell<Map>>,
debug_mode: DebugMode,
score: u32,
audio: Audio,
audio: crate::audio::Audio,
// Add ghost
blinky: Blinky<'a>,
}
@@ -102,14 +106,24 @@ impl Game<'_> {
);
// Load pellet texture from embedded data
let pellet_texture = texture_creator
.load_texture_bytes(PELLET_TEXTURE_DATA)
.expect("Could not load pellet texture from embedded data");
// Load power pellet texture from embedded data
let power_pellet_texture = texture_creator
.load_texture_bytes(POWER_PELLET_TEXTURE_DATA)
.expect("Could not load power pellet texture from embedded data");
let pellet_texture = AtlasTexture::new(
texture_creator
.load_texture_bytes(PELLET_TEXTURE_DATA)
.expect("Could not load pellet texture from embedded data"),
1,
24,
24,
None,
);
let power_pellet_texture = AtlasTexture::new(
texture_creator
.load_texture_bytes(POWER_PELLET_TEXTURE_DATA)
.expect("Could not load power pellet texture from embedded data"),
1,
24,
24,
None,
);
// Load font from embedded data
let font_rwops = RWops::from_bytes(FONT_DATA).expect("Failed to create RWops for font");
@@ -155,7 +169,8 @@ impl Game<'_> {
self.debug_mode = match self.debug_mode {
DebugMode::None => DebugMode::Grid,
DebugMode::Grid => DebugMode::Pathfinding,
DebugMode::Pathfinding => DebugMode::None,
DebugMode::Pathfinding => DebugMode::ValidPositions,
DebugMode::ValidPositions => DebugMode::None,
};
}
@@ -185,38 +200,28 @@ impl Game<'_> {
// Reset the score
self.score = 0;
// Reset Pacman position
let mut pacman = self.pacman.borrow_mut();
pacman.pixel_position = Map::cell_to_pixel((1, 1));
pacman.cell_position = (1, 1);
pacman.in_tunnel = false;
pacman.direction = Direction::Right;
pacman.next_direction = None;
pacman.stopped = false;
// Reset ghost positions and mode
// Get valid positions from the cached flood fill
let mut map = self.map.borrow_mut();
let valid_positions = map.get_valid_playable_positions();
let mut rng = rand::rng();
let map = self.map.borrow();
let mut valid_positions = vec![];
for x in 1..(crate::constants::BOARD_WIDTH - 1) {
for y in 1..(crate::constants::BOARD_HEIGHT - 1) {
let tile_option = map.get_tile((x as i32, y as i32));
if let Some(tile) = tile_option {
match tile {
MapTile::Empty | MapTile::Pellet | MapTile::PowerPellet => {
valid_positions.push((x, y));
}
_ => {}
}
}
}
// Randomize Pac-Man position
if let Some(pos) = valid_positions.iter().choose(&mut rng) {
let mut pacman = self.pacman.borrow_mut();
pacman.base.pixel_position = Map::cell_to_pixel((pos.x, pos.y));
pacman.base.cell_position = (pos.x, pos.y);
pacman.base.in_tunnel = false;
pacman.base.direction = Direction::Right;
pacman.next_direction = None;
pacman.stopped = false;
}
if let Some(&(gx, gy)) = valid_positions.iter().choose(&mut rng) {
self.blinky.pixel_position = Map::cell_to_pixel((gx, gy));
self.blinky.cell_position = (gx, gy);
self.blinky.in_tunnel = false;
self.blinky.direction = Direction::Left;
// Randomize ghost position
if let Some(pos) = valid_positions.iter().choose(&mut rng) {
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;
}
}
@@ -231,7 +236,7 @@ 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 = {
@@ -283,18 +288,26 @@ impl Game<'_> {
.get_tile((x as i32, y as i32))
.unwrap_or(MapTile::Empty);
let texture = match tile {
MapTile::Pellet => Some(&self.pellet_texture),
MapTile::PowerPellet => Some(&self.power_pellet_texture),
_ => None,
};
if let Some(texture) = texture {
let position = Map::cell_to_pixel((x, y));
let dst_rect = sdl2::rect::Rect::new(position.0, position.1, 24, 24);
self.canvas
.copy(texture, None, Some(dst_rect))
.expect("Could not render pellet");
match tile {
MapTile::Pellet => {
let position = Map::cell_to_pixel((x, y));
self.pellet_texture.render(
self.canvas,
position,
Direction::Right,
Some(0),
);
}
MapTile::PowerPellet => {
let position = Map::cell_to_pixel((x, y));
self.power_pellet_texture.render(
self.canvas,
position,
Direction::Right,
Some(0),
);
}
_ => {}
}
}
}
@@ -319,7 +332,7 @@ 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 {
@@ -339,10 +352,21 @@ 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

View File

@@ -1,19 +1,11 @@
use pathfinding::prelude::dijkstra;
use sdl2::{
pixels::Color,
render::{Canvas, Texture},
video::Window,
};
use std::cell::RefCell;
use std::rc::Rc;
use rand::Rng;
use crate::{
animation::AnimatedTexture,
constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
animation::{AnimatedAtlasTexture, FrameDrawn},
constants::{MapTile, BOARD_WIDTH},
direction::Direction,
entity::Entity,
entity::{Entity, MovableEntity, Renderable},
map::Map,
modulation::{SimpleTickModulator, TickModulator},
pacman::Pacman,
@@ -45,42 +37,30 @@ 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,
/// 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>,
body_sprite: AnimatedAtlasTexture<'a>,
/// Ghost eyes sprite
eyes_sprite: AnimatedTexture<'a>,
/// Whether the ghost is currently in a tunnel
pub in_tunnel: bool,
eyes_sprite: AnimatedAtlasTexture<'a>,
}
impl Ghost<'_> {
@@ -88,71 +68,110 @@ 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)));
let mut body_sprite = AnimatedAtlasTexture::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,
map,
pacman,
speed: 3,
modulation: SimpleTickModulator::new(1.0),
body_sprite,
eyes_sprite: AnimatedTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))),
in_tunnel: false,
eyes_sprite: AnimatedAtlasTexture::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()
};
/// Gets the target tile for this ghost based on its current mode
pub fn get_target_tile(&self) -> (i32, i32) {
match self.mode {
GhostMode::Scatter => self.get_scatter_target(),
GhostMode::Chase => self.get_chase_target(),
GhostMode::Frightened => self.get_random_target(),
GhostMode::Eyes => self.get_house_target(),
GhostMode::House => self.get_house_exit_target(),
}
}
self.body_sprite
.set_color_modulation(color.r, color.g, color.b);
self.body_sprite
.render(canvas, self.pixel_position, Direction::Right);
/// Gets this ghost's home corner target for scatter mode
fn get_scatter_target(&self) -> (i32, i32) {
match self.ghost_type {
GhostType::Blinky => (25, 0), // Top right
GhostType::Pinky => (2, 0), // Top left
GhostType::Inky => (27, 35), // Bottom right
GhostType::Clyde => (0, 35), // Bottom left
}
}
/// Gets a random adjacent tile for frightened mode
fn get_random_target(&self) -> (i32, i32) {
let mut rng = rand::rng();
let mut possible_moves = Vec::new();
// Check all four directions
for dir in &[
Direction::Up,
Direction::Down,
Direction::Left,
Direction::Right,
] {
// Don't allow reversing direction
if *dir == self.base.direction.opposite() {
continue;
}
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);
}
}
// Always render eyes on top
let eye_frame = if self.mode == GhostMode::Frightened {
4 // Frightened frame
if possible_moves.is_empty() {
// No valid moves, must reverse
self.base.next_cell(Some(self.base.direction.opposite()))
} else {
match self.direction {
Direction::Right => 0,
Direction::Up => 1,
Direction::Left => 2,
Direction::Down => 3,
}
};
// Choose a random valid move
possible_moves[rng.random_range(0..possible_moves.len())]
}
}
self.eyes_sprite.render_static(
canvas,
self.pixel_position,
Direction::Right,
Some(eye_frame),
);
/// Gets the ghost house target for returning eyes
fn get_house_target(&self) -> (i32, i32) {
(13, 14) // Center of ghost house
}
/// Gets the exit point target when leaving house
fn get_house_exit_target(&self) -> (i32, i32) {
(13, 11) // Just above ghost house
}
/// Gets this ghost's chase mode target (to be implemented by each ghost type)
fn get_chase_target(&self) -> (i32, i32) {
// Default implementation just targets Pac-Man directly
let pacman = self.pacman.borrow();
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.cell_position;
let map = self.map.borrow();
let start = self.base.cell_position;
let map = self.base.map.borrow();
dijkstra(
&start,
@@ -188,82 +207,6 @@ impl Ghost<'_> {
)
}
/// Gets the target tile for this ghost based on its current mode
pub fn get_target_tile(&self) -> (i32, i32) {
match self.mode {
GhostMode::Scatter => self.get_scatter_target(),
GhostMode::Chase => self.get_chase_target(),
GhostMode::Frightened => self.get_random_target(),
GhostMode::Eyes => self.get_house_target(),
GhostMode::House => self.get_house_exit_target(),
}
}
/// Gets this ghost's home corner target for scatter mode
fn get_scatter_target(&self) -> (i32, i32) {
match self.ghost_type {
GhostType::Blinky => (25, 0), // Top right
GhostType::Pinky => (2, 0), // Top left
GhostType::Inky => (27, 35), // Bottom right
GhostType::Clyde => (0, 35), // Bottom left
}
}
/// 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 possible_moves = Vec::new();
// Check all four directions
for dir in &[
Direction::Up,
Direction::Down,
Direction::Left,
Direction::Right,
] {
// Don't allow reversing direction
if *dir == self.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 {
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);
}
// Choose a random valid move
possible_moves[rng.gen_range(0..possible_moves.len())]
}
/// Gets the ghost house target for returning eyes
fn get_house_target(&self) -> (i32, i32) {
(13, 14) // Center of ghost house
}
/// Gets the exit point target when leaving house
fn get_house_exit_target(&self) -> (i32, i32) {
(13, 11) // Just above ghost house
}
/// Gets this ghost's chase mode target (to be implemented by each ghost type)
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)
}
/// Changes the ghost's mode and handles direction reversal
pub fn set_mode(&mut self, new_mode: GhostMode) {
// Don't reverse if going to/from frightened or if in house
@@ -273,30 +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) {
@@ -305,39 +242,10 @@ 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();
let current_tile = self
.map
.borrow()
.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32))
.unwrap_or(MapTile::Empty);
if current_tile == MapTile::Tunnel {
self.in_tunnel = true;
}
// Tunnel logic: if in tunnel, force movement and prevent direction change
if self.in_tunnel {
// If out of bounds, teleport to the opposite side and exit tunnel
if self.cell_position.0 == 0 {
self.cell_position.0 = BOARD_WIDTH - 2;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
self.in_tunnel = false;
} else if self.cell_position.0 == BOARD_WIDTH - 1 {
self.cell_position.0 = 1;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
self.in_tunnel = false;
} else {
// While in tunnel, do not allow direction change
// and always move in the current direction
}
} else {
if !self.base.handle_tunnel() {
// Pathfinding logic (only if not in tunnel)
let target_tile = self.get_target_tile();
if let Some((path, _)) =
@@ -345,10 +253,10 @@ impl Entity for Ghost<'_> {
{
if path.len() > 1 {
let next_move = path[1];
let (x, y) = self.cell_position;
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;
self.direction = if dx > 0 {
let new_direction = if dx > 0 {
Direction::Right
} else if dx < 0 {
Direction::Left
@@ -357,46 +265,60 @@ impl Entity for Ghost<'_> {
} 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, None);
}
// 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(
canvas,
self.base.pixel_position,
Direction::Right,
Some(eye_frame),
);
}
}

View File

@@ -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 {

View File

@@ -1,3 +1 @@
mod blinky;
pub use blinky::Blinky;
pub mod blinky;

View File

@@ -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
};

View File

@@ -1,16 +1,42 @@
//! 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 Position(pub u32, pub u32);
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.0 as i32, self.1 as i32)
(self.x as i32, self.y as i32)
}
pub fn wrapping_add(&self, dx: i32, dy: i32) -> Position {
Position((self.0 as i32 + dx) as u32, (self.1 as i32 + dy) as u32)
Position {
x: (self.x as i32 + dx) as u32,
y: (self.y as i32 + dy) as u32,
}
}
}
@@ -126,4 +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()
}
}
}

View File

@@ -9,248 +9,113 @@ use sdl2::{
use tracing::event;
use crate::{
animation::AnimatedTexture,
constants::MapTile,
constants::{BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
animation::{AnimatedAtlasTexture, FrameDrawn},
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>,
pub in_tunnel: bool,
sprite: AnimatedAtlasTexture<'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))),
in_tunnel: false,
sprite: AnimatedAtlasTexture::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 can_change {
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,
);
self.base.update_cell_position();
let current_tile = self
.map
.borrow()
.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32))
.unwrap_or(MapTile::Empty);
if current_tile == MapTile::Tunnel {
self.in_tunnel = true;
}
// Tunnel logic: if in tunnel, force movement and prevent direction change
if self.in_tunnel {
// If out of bounds, teleport to the opposite side and exit tunnel
if self.cell_position.0 == 0 {
self.cell_position.0 = BOARD_WIDTH - 2;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0 + 1, self.cell_position.1));
self.in_tunnel = false;
} else if self.cell_position.0 == BOARD_WIDTH - 1 {
self.cell_position.0 = 1;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0 - 1, self.cell_position.1));
self.in_tunnel = false;
} else {
// While in tunnel, do not allow direction change
// and always move in the current direction
}
} else {
// Handle direction change as normal
if !self.base.handle_tunnel() {
// Handle direction change as normal if not in tunnel
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 {
// 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 && next_tile != MapTile::Wall {
} 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(
canvas,
self.base.pixel_position,
self.base.direction,
Some(2),
);
} else {
self.sprite
.render(canvas, self.base.pixel_position, self.base.direction, None);
}
}
}