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2 Commits

Author SHA1 Message Date
86ffc931e8 fix: re-provide specific blue color to maze texture 2025-07-26 15:31:15 -05:00
d72f47d66c fix: fix tunneling logic 2025-07-26 15:27:17 -05:00
2 changed files with 8 additions and 1 deletions

View File

@@ -162,13 +162,18 @@ impl Moving for MovableEntity {
let at_left_tunnel = x == 0;
let at_right_tunnel = x == BOARD_CELL_SIZE.x - 1;
// Reset tunnel state if we're not at a tunnel position
if !at_left_tunnel && !at_right_tunnel {
self.in_tunnel = false;
return false;
}
// If we're already in a tunnel, stay in tunnel state
if self.in_tunnel {
return true;
}
// Enter the tunnel and teleport to the other side
let new_x = if at_left_tunnel { BOARD_CELL_SIZE.x - 2 } else { 1 };
self.base.cell_position.x = new_x;
self.base.pixel_position = Map::cell_to_pixel(self.base.cell_position);

View File

@@ -81,7 +81,9 @@ impl Game {
Rc::clone(&map),
)));
let blinky = Blinky::new(UVec2::new(13, 11), Rc::clone(&atlas), Rc::clone(&map), Rc::clone(&pacman));
let map_texture = get_atlas_tile(&atlas, "maze/full.png");
let mut map_texture = get_atlas_tile(&atlas, "maze/full.png");
map_texture.color = Some(Color::RGB(0x20, 0x20, 0xf9));
let edibles = reconstruct_edibles(
Rc::clone(&map),
AnimatedTexture::new(vec![get_atlas_tile(&atlas, "maze/pellet.png")], 0),