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4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 66b6cdf01b | |||
| 5a48e83b1a | |||
| df8f858651 | |||
| 1fa7a0807f |
260
src/animation.rs
260
src/animation.rs
@@ -1,4 +1,4 @@
|
||||
//! This module provides a simple animation system for textures.
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//! This module provides a simple animation and atlas system for textures.
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use sdl2::{
|
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rect::Rect,
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render::{Canvas, Texture},
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@@ -7,144 +7,75 @@ use sdl2::{
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||||
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use crate::direction::Direction;
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/// An animated texture, which is a texture that is rendered as a series of
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/// frames.
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///
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/// This struct manages the state of an animated texture, including the current
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/// frame and the number of frames in the animation.
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pub struct AnimatedTexture<'a> {
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// Parameters
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raw_texture: Texture<'a>,
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offset: (i32, i32),
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ticks_per_frame: u32,
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frame_count: u32,
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width: u32,
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height: u32,
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// State
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ticker: u32,
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reversed: bool,
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}
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impl<'a> AnimatedTexture<'a> {
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pub fn new(
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texture: Texture<'a>,
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ticks_per_frame: u32,
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frame_count: u32,
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width: u32,
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height: u32,
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offset: Option<(i32, i32)>,
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) -> Self {
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AnimatedTexture {
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raw_texture: texture,
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ticker: 0,
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reversed: false,
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ticks_per_frame,
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frame_count,
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width,
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height,
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offset: offset.unwrap_or((0, 0)),
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}
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}
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fn current_frame(&self) -> u32 {
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self.ticker / self.ticks_per_frame
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}
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/// Advances the animation by one tick.
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///
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/// This method updates the internal ticker that tracks the current frame
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/// of the animation. The animation automatically reverses direction when
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/// it reaches the end, creating a ping-pong effect.
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///
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/// When `reversed` is `false`, the ticker increments until it reaches
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/// the total number of ticks for all frames, then reverses direction.
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/// When `reversed` is `true`, the ticker decrements until it reaches 0,
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/// then reverses direction again.
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pub fn tick(&mut self) {
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if self.reversed {
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self.ticker -= 1;
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if self.ticker == 0 {
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self.reversed = !self.reversed;
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||||
}
|
||||
} else {
|
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self.ticker += 1;
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||||
|
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if self.ticker + 1 == self.ticks_per_frame * self.frame_count {
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self.reversed = !self.reversed;
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||||
}
|
||||
}
|
||||
}
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/// Gets the source rectangle for a specific frame of the animated texture.
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///
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/// This method calculates the position and dimensions of a frame within the
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/// texture atlas. Frames are arranged horizontally in a single row, so the
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/// rectangle's x-coordinate is calculated by multiplying the frame index
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/// by the frame width.
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///
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/// # Arguments
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///
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/// * `frame` - The frame index to get the rectangle for (0-based)
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///
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/// # Returns
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///
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/// A `Rect` representing the source rectangle for the specified frame
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fn get_frame_rect(&self, frame: u32) -> Option<Rect> {
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if frame >= self.frame_count {
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return None;
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}
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|
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Some(Rect::new(
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frame as i32 * self.width as i32,
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0,
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self.width,
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self.height,
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))
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}
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pub fn render(
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/// Trait for drawable atlas-based textures
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pub trait FrameDrawn {
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fn render(
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&mut self,
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canvas: &mut Canvas<Window>,
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position: (i32, i32),
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||||
direction: Direction,
|
||||
) {
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self.render_static(canvas, position, direction, Some(self.current_frame()));
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||||
self.tick();
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frame: Option<u32>,
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||||
);
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}
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/// A texture atlas abstraction for static (non-animated) rendering.
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pub struct AtlasTexture<'a> {
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pub raw_texture: Texture<'a>,
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pub offset: (i32, i32),
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pub frame_count: u32,
|
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pub frame_width: u32,
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||||
pub frame_height: u32,
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||||
}
|
||||
|
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impl<'a> AtlasTexture<'a> {
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pub fn new(
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texture: Texture<'a>,
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frame_count: u32,
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frame_width: u32,
|
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frame_height: u32,
|
||||
offset: Option<(i32, i32)>,
|
||||
) -> Self {
|
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AtlasTexture {
|
||||
raw_texture: texture,
|
||||
frame_count,
|
||||
frame_width,
|
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frame_height,
|
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offset: offset.unwrap_or((0, 0)),
|
||||
}
|
||||
}
|
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|
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/// Renders a specific frame of the animated texture to the canvas.
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///
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/// This method renders a static frame without advancing the animation ticker.
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/// It's useful for displaying a specific frame, such as when an entity is stopped
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/// or when you want to manually control which frame is displayed.
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///
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/// # Arguments
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///
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/// * `canvas` - The SDL canvas to render to
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/// * `position` - The pixel position where the texture should be rendered
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/// * `direction` - The direction to rotate the texture based on entity facing
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/// * `frame` - Optional specific frame to render. If `None`, uses the current frame
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///
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/// # Panics
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///
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/// Panics if the specified frame is out of bounds for this texture.
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pub fn render_static(
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pub fn get_frame_rect(&self, frame: u32) -> Option<Rect> {
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if frame >= self.frame_count {
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return None;
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}
|
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Some(Rect::new(
|
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frame as i32 * self.frame_width as i32,
|
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0,
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self.frame_width,
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self.frame_height,
|
||||
))
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}
|
||||
|
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pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) {
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self.raw_texture.set_color_mod(r, g, b);
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||||
}
|
||||
}
|
||||
|
||||
impl<'a> FrameDrawn for AtlasTexture<'a> {
|
||||
fn render(
|
||||
&mut self,
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canvas: &mut Canvas<Window>,
|
||||
position: (i32, i32),
|
||||
direction: Direction,
|
||||
frame: Option<u32>,
|
||||
) {
|
||||
let texture_source_frame_rect =
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||||
self.get_frame_rect(frame.unwrap_or_else(|| self.current_frame()));
|
||||
let texture_source_frame_rect = self.get_frame_rect(frame.unwrap_or(0));
|
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let canvas_destination_rect = Rect::new(
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position.0 + self.offset.0,
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position.1 + self.offset.1,
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||||
self.width,
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||||
self.height,
|
||||
self.frame_width,
|
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self.frame_height,
|
||||
);
|
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|
||||
canvas
|
||||
.copy_ex(
|
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&self.raw_texture,
|
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@@ -157,9 +88,88 @@ impl<'a> AnimatedTexture<'a> {
|
||||
)
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||||
.expect("Could not render texture on canvas");
|
||||
}
|
||||
}
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/// An animated texture using a texture atlas.
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pub struct AnimatedAtlasTexture<'a> {
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pub atlas: AtlasTexture<'a>,
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pub ticks_per_frame: u32,
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pub ticker: u32,
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||||
pub reversed: bool,
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||||
pub paused: bool,
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||||
}
|
||||
|
||||
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 {
|
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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,
|
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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();
|
||||
}
|
||||
}
|
||||
|
||||
168
src/entity.rs
168
src/entity.rs
@@ -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>);
|
||||
}
|
||||
|
||||
148
src/game.rs
148
src/game.rs
@@ -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
|
||||
|
||||
396
src/ghost.rs
396
src/ghost.rs
@@ -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),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
};
|
||||
|
||||
|
||||
102
src/map.rs
102
src/map.rs
@@ -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()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
231
src/pacman.rs
231
src/pacman.rs
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user