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15 Commits
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| dbafa17670 | |||
| d9c8f97903 | |||
| ad2ec35bfb | |||
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| e964adc818 |
20
.github/dependabot.yml
vendored
Normal file
20
.github/dependabot.yml
vendored
Normal file
@@ -0,0 +1,20 @@
|
||||
# https://docs.github.com/github/administering-a-repository/configuration-options-for-dependency-updates
|
||||
|
||||
version: 2
|
||||
updates:
|
||||
- package-ecosystem: "cargo"
|
||||
directory: "/"
|
||||
schedule:
|
||||
interval: "monthly"
|
||||
groups:
|
||||
dependencies:
|
||||
patterns:
|
||||
- "*"
|
||||
- package-ecosystem: "github-actions"
|
||||
directory: "/"
|
||||
schedule:
|
||||
interval: "monthly"
|
||||
groups:
|
||||
dependencies:
|
||||
patterns:
|
||||
- "*"
|
||||
27
.github/workflows/audit.yaml
vendored
27
.github/workflows/audit.yaml
vendored
@@ -1,27 +0,0 @@
|
||||
name: Audit
|
||||
|
||||
on: ["push", "pull_request"]
|
||||
|
||||
env:
|
||||
CARGO_TERM_COLOR: always
|
||||
RUST_TOOLCHAIN: 1.88.0
|
||||
|
||||
jobs:
|
||||
audit:
|
||||
name: Audit
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Install Rust toolchain
|
||||
uses: dtolnay/rust-toolchain@master
|
||||
with:
|
||||
toolchain: ${{ env.RUST_TOOLCHAIN }}
|
||||
|
||||
- name: Install cargo-audit
|
||||
run: cargo install cargo-audit
|
||||
|
||||
- name: Run security audit
|
||||
run: cargo audit
|
||||
1
.github/workflows/build.yaml
vendored
1
.github/workflows/build.yaml
vendored
@@ -1,5 +1,4 @@
|
||||
name: Builds
|
||||
|
||||
on: ["push", "pull_request"]
|
||||
|
||||
permissions:
|
||||
|
||||
3
.github/workflows/coverage.yaml
vendored
3
.github/workflows/coverage.yaml
vendored
@@ -1,4 +1,4 @@
|
||||
name: Coverage
|
||||
name: Code Coverage
|
||||
|
||||
on: ["push", "pull_request"]
|
||||
|
||||
@@ -8,7 +8,6 @@ env:
|
||||
|
||||
jobs:
|
||||
coverage:
|
||||
name: Code Coverage
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout code
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
name: Tests
|
||||
name: Tests & Checks
|
||||
|
||||
on: ["push", "pull_request"]
|
||||
|
||||
@@ -8,7 +8,6 @@ env:
|
||||
|
||||
jobs:
|
||||
test:
|
||||
name: Test
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
@@ -52,3 +51,8 @@ jobs:
|
||||
|
||||
- name: Check formatting
|
||||
run: cargo fmt -- --check
|
||||
|
||||
- uses: taiki-e/install-action@cargo-audit
|
||||
|
||||
- name: Run security audit
|
||||
run: cargo audit
|
||||
1
Cargo.lock
generated
1
Cargo.lock
generated
@@ -192,6 +192,7 @@ dependencies = [
|
||||
"sdl2",
|
||||
"serde",
|
||||
"serde_json",
|
||||
"smallvec",
|
||||
"spin_sleep",
|
||||
"thiserror 1.0.69",
|
||||
"tracing",
|
||||
|
||||
@@ -20,6 +20,7 @@ anyhow = "1.0"
|
||||
glam = { version = "0.30.4", features = [] }
|
||||
serde = { version = "1.0.219", features = ["derive"] }
|
||||
serde_json = "1.0.141"
|
||||
smallvec = "1.15.1"
|
||||
|
||||
[profile.release]
|
||||
lto = true
|
||||
|
||||
@@ -2,14 +2,14 @@
|
||||
|
||||
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![Code Coverage][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
|
||||
|
||||
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/test.yaml/badge.svg
|
||||
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
|
||||
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
|
||||
[badge-coverage]: https://coveralls.io/repos/github/Xevion/Pac-Man/badge.svg?branch=master
|
||||
[badge-demo]: https://img.shields.io/github/deployments/Xevion/Pac-Man/github-pages?label=GitHub%20Pages
|
||||
[badge-online-demo]: https://img.shields.io/badge/GitHub%20Pages-Demo-brightgreen
|
||||
[badge-last-commit]: https://img.shields.io/github/last-commit/Xevion/Pac-Man
|
||||
[build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml
|
||||
[test]: https://github.com/Xevion/Pac-Man/actions/workflows/test.yaml
|
||||
[test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml
|
||||
[coverage]: https://coveralls.io/github/Xevion/Pac-Man?branch=master
|
||||
[demo]: https://xevion.github.io/Pac-Man/
|
||||
[commits]: https://github.com/Xevion/Pac-Man/commits/master
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
width="80"
|
||||
height="80"
|
||||
viewBox="0 0 250 250"
|
||||
class="fill-yellow-400 text-white"
|
||||
class="fill-yellow-400 [&>.octo-arm,.octo-body]:fill-black"
|
||||
aria-hidden="true"
|
||||
>
|
||||
<path d="M0,0 L115,115 L130,115 L142,142 L250,250 L250,0 Z"></path>
|
||||
@@ -46,16 +46,12 @@
|
||||
</a>
|
||||
|
||||
<div class="min-h-screen flex flex-col">
|
||||
<header class="pt-10">
|
||||
<h1 class="text-4xl arcade-title scaled-text">Pac-Man in Rust</h1>
|
||||
</header>
|
||||
|
||||
<main class="flex-1 flex items-center justify-center px-4">
|
||||
<div class="w-full max-w-5xl">
|
||||
<canvas
|
||||
id="canvas"
|
||||
oncontextmenu="event.preventDefault()"
|
||||
class="block bg-black w-full max-w-[90vw] h-auto rounded-xl shadow-[inset_0_0_0_2px_rgba(255,255,255,0.12),0_10px_30px_rgba(0,0,0,0.8)]"
|
||||
class="block w-full h-full max-h-[90vh] aspect-square"
|
||||
></canvas>
|
||||
|
||||
<div
|
||||
|
||||
61
bacon.toml
Normal file
61
bacon.toml
Normal file
@@ -0,0 +1,61 @@
|
||||
# This is a configuration file for the bacon tool
|
||||
#
|
||||
# Complete help on configuration: https://dystroy.org/bacon/config/
|
||||
#
|
||||
# You may check the current default at
|
||||
# https://github.com/Canop/bacon/blob/main/defaults/default-bacon.toml
|
||||
|
||||
default_job = "check"
|
||||
env.CARGO_TERM_COLOR = "always"
|
||||
|
||||
[jobs.check]
|
||||
command = ["cargo", "check"]
|
||||
need_stdout = false
|
||||
|
||||
[jobs.check-all]
|
||||
command = ["cargo", "check", "--all-targets"]
|
||||
need_stdout = false
|
||||
|
||||
# Run clippy on the default target
|
||||
[jobs.clippy]
|
||||
command = ["cargo", "clippy"]
|
||||
need_stdout = false
|
||||
|
||||
# Run clippy on all targets
|
||||
[jobs.clippy-all]
|
||||
command = ["cargo", "clippy", "--all-targets"]
|
||||
need_stdout = false
|
||||
|
||||
[jobs.test]
|
||||
command = [
|
||||
"cargo", "nextest", "run",
|
||||
"--hide-progress-bar", "--failure-output", "final"
|
||||
]
|
||||
need_stdout = true
|
||||
analyzer = "nextest"
|
||||
|
||||
[jobs.doc]
|
||||
command = ["cargo", "doc", "--no-deps"]
|
||||
need_stdout = false
|
||||
|
||||
# If the doc compiles, then it opens in your browser and bacon switches to the previous job
|
||||
[jobs.doc-open]
|
||||
command = ["cargo", "doc", "--no-deps", "--open"]
|
||||
need_stdout = false
|
||||
on_success = "back" # so that we don't open the browser at each change
|
||||
|
||||
[jobs.run]
|
||||
command = [
|
||||
"cargo", "run",
|
||||
]
|
||||
need_stdout = true
|
||||
allow_warnings = true
|
||||
background = false
|
||||
on_change_strategy = "kill_then_restart"
|
||||
# kill = ["pkill", "-TERM", "-P"]'
|
||||
|
||||
[keybindings]
|
||||
c = "job:clippy"
|
||||
alt-c = "job:check"
|
||||
ctrl-alt-c = "job:check-all"
|
||||
shift-c = "job:clippy-all"
|
||||
14
src/app.rs
14
src/app.rs
@@ -1,6 +1,7 @@
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use anyhow::{anyhow, Result};
|
||||
use glam::Vec2;
|
||||
use sdl2::event::{Event, WindowEvent};
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
||||
@@ -19,6 +20,7 @@ pub struct App<'a> {
|
||||
backbuffer: Texture<'a>,
|
||||
paused: bool,
|
||||
last_tick: Instant,
|
||||
cursor_pos: Vec2,
|
||||
}
|
||||
|
||||
impl App<'_> {
|
||||
@@ -56,7 +58,7 @@ impl App<'_> {
|
||||
|
||||
// Initial draw
|
||||
game.draw(&mut canvas, &mut backbuffer)?;
|
||||
game.present_backbuffer(&mut canvas, &backbuffer)?;
|
||||
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)?;
|
||||
|
||||
Ok(Self {
|
||||
game,
|
||||
@@ -65,6 +67,7 @@ impl App<'_> {
|
||||
backbuffer,
|
||||
paused: false,
|
||||
last_tick: Instant::now(),
|
||||
cursor_pos: Vec2::ZERO,
|
||||
})
|
||||
}
|
||||
|
||||
@@ -109,6 +112,10 @@ impl App<'_> {
|
||||
Event::KeyDown { keycode, .. } => {
|
||||
self.game.keyboard_event(keycode.unwrap());
|
||||
}
|
||||
Event::MouseMotion { x, y, .. } => {
|
||||
// Convert window coordinates to logical coordinates
|
||||
self.cursor_pos = Vec2::new(x as f32, y as f32);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
@@ -121,7 +128,10 @@ impl App<'_> {
|
||||
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
|
||||
error!("Failed to draw game: {e}");
|
||||
}
|
||||
if let Err(e) = self.game.present_backbuffer(&mut self.canvas, &self.backbuffer) {
|
||||
if let Err(e) = self
|
||||
.game
|
||||
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
|
||||
{
|
||||
error!("Failed to present backbuffer: {e}");
|
||||
}
|
||||
}
|
||||
|
||||
213
src/entity/ghost.rs
Normal file
213
src/entity/ghost.rs
Normal file
@@ -0,0 +1,213 @@
|
||||
//! Ghost entity implementation.
|
||||
//!
|
||||
//! This module contains the ghost character logic, including movement,
|
||||
//! animation, and rendering. Ghosts move through the game graph using
|
||||
//! a traverser and display directional animated textures.
|
||||
|
||||
use pathfinding::prelude::dijkstra;
|
||||
use rand::prelude::*;
|
||||
use smallvec::SmallVec;
|
||||
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId};
|
||||
use crate::entity::r#trait::Entity;
|
||||
use crate::entity::traversal::Traverser;
|
||||
use crate::texture::animated::AnimatedTexture;
|
||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
|
||||
/// Determines if a ghost can traverse a given edge.
|
||||
///
|
||||
/// Ghosts can move through edges that allow all entities or ghost-only edges.
|
||||
fn can_ghost_traverse(edge: Edge) -> bool {
|
||||
matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
|
||||
}
|
||||
|
||||
/// The four classic ghost types.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum GhostType {
|
||||
Blinky,
|
||||
Pinky,
|
||||
Inky,
|
||||
Clyde,
|
||||
}
|
||||
|
||||
impl GhostType {
|
||||
/// Returns the ghost type name for atlas lookups.
|
||||
pub fn as_str(self) -> &'static str {
|
||||
match self {
|
||||
GhostType::Blinky => "blinky",
|
||||
GhostType::Pinky => "pinky",
|
||||
GhostType::Inky => "inky",
|
||||
GhostType::Clyde => "clyde",
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the base movement speed for this ghost type.
|
||||
pub fn base_speed(self) -> f32 {
|
||||
match self {
|
||||
GhostType::Blinky => 1.0,
|
||||
GhostType::Pinky => 0.95,
|
||||
GhostType::Inky => 0.9,
|
||||
GhostType::Clyde => 0.85,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A ghost entity that roams the game world.
|
||||
///
|
||||
/// Ghosts move through the game world using a graph-based navigation system
|
||||
/// and display directional animated sprites. They randomly choose directions
|
||||
/// at each intersection.
|
||||
pub struct Ghost {
|
||||
/// Handles movement through the game graph
|
||||
pub traverser: Traverser,
|
||||
/// The type of ghost (affects appearance and speed)
|
||||
pub ghost_type: GhostType,
|
||||
/// Manages directional animated textures for different movement states
|
||||
texture: DirectionalAnimatedTexture,
|
||||
/// Current movement speed
|
||||
speed: f32,
|
||||
}
|
||||
|
||||
impl Entity for Ghost {
|
||||
fn traverser(&self) -> &Traverser {
|
||||
&self.traverser
|
||||
}
|
||||
|
||||
fn traverser_mut(&mut self) -> &mut Traverser {
|
||||
&mut self.traverser
|
||||
}
|
||||
|
||||
fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||
&self.texture
|
||||
}
|
||||
|
||||
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||
&mut self.texture
|
||||
}
|
||||
|
||||
fn speed(&self) -> f32 {
|
||||
self.speed
|
||||
}
|
||||
|
||||
fn can_traverse(&self, edge: Edge) -> bool {
|
||||
can_ghost_traverse(edge)
|
||||
}
|
||||
|
||||
fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||
// Choose random direction when at a node
|
||||
if self.traverser.position.is_at_node() {
|
||||
self.choose_random_direction(graph);
|
||||
}
|
||||
|
||||
self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse);
|
||||
self.texture.tick(dt);
|
||||
}
|
||||
}
|
||||
|
||||
impl Ghost {
|
||||
/// Creates a new ghost instance at the specified starting node.
|
||||
///
|
||||
/// Sets up animated textures for all four directions with moving and stopped states.
|
||||
/// The moving animation cycles through two sprite variants.
|
||||
pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> Self {
|
||||
let mut textures = [None, None, None, None];
|
||||
let mut stopped_textures = [None, None, None, None];
|
||||
|
||||
for direction in Direction::DIRECTIONS {
|
||||
let moving_prefix = match direction {
|
||||
Direction::Up => "up",
|
||||
Direction::Down => "down",
|
||||
Direction::Left => "left",
|
||||
Direction::Right => "right",
|
||||
};
|
||||
let moving_tiles = vec![
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a")).unwrap(),
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b")).unwrap(),
|
||||
];
|
||||
|
||||
let stopped_tiles =
|
||||
vec![
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||
.unwrap(),
|
||||
];
|
||||
|
||||
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2).expect("Invalid frame duration"));
|
||||
stopped_textures[direction.as_usize()] =
|
||||
Some(AnimatedTexture::new(stopped_tiles, 0.1).expect("Invalid frame duration"));
|
||||
}
|
||||
|
||||
Self {
|
||||
traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
|
||||
ghost_type,
|
||||
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||
speed: ghost_type.base_speed(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Chooses a random available direction at the current intersection.
|
||||
fn choose_random_direction(&mut self, graph: &Graph) {
|
||||
let current_node = self.traverser.position.from_node_id();
|
||||
let intersection = &graph.adjacency_list[current_node];
|
||||
|
||||
// Collect all available directions
|
||||
let mut available_directions = SmallVec::<[_; 4]>::new();
|
||||
for direction in Direction::DIRECTIONS {
|
||||
if let Some(edge) = intersection.get(direction) {
|
||||
if can_ghost_traverse(edge) {
|
||||
available_directions.push(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Choose a random direction (avoid reversing unless necessary)
|
||||
if !available_directions.is_empty() {
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
// Filter out the opposite direction if possible, but allow it if we have limited options
|
||||
let opposite = self.traverser.direction.opposite();
|
||||
let filtered_directions: Vec<_> = available_directions
|
||||
.iter()
|
||||
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
||||
.collect();
|
||||
|
||||
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
||||
self.traverser.set_next_direction(*random_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
|
||||
///
|
||||
/// Returns a vector of NodeIds representing the path, or None if no path exists.
|
||||
/// The path includes the current node and the target node.
|
||||
pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> Option<Vec<NodeId>> {
|
||||
let start_node = self.traverser.position.from_node_id();
|
||||
|
||||
// Use Dijkstra's algorithm to find the shortest path
|
||||
let result = dijkstra(
|
||||
&start_node,
|
||||
|&node_id| {
|
||||
// Get all edges from the current node
|
||||
graph.adjacency_list[node_id]
|
||||
.edges()
|
||||
.filter(|edge| can_ghost_traverse(*edge))
|
||||
.map(|edge| (edge.target, (edge.distance * 100.0) as u32))
|
||||
.collect::<Vec<_>>()
|
||||
},
|
||||
|&node_id| node_id == target,
|
||||
);
|
||||
|
||||
result.map(|(path, _cost)| path)
|
||||
}
|
||||
|
||||
/// Returns the ghost's color for debug rendering.
|
||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
match self.ghost_type {
|
||||
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -111,7 +111,7 @@ impl Graph {
|
||||
}
|
||||
|
||||
/// Connects a new node to the graph and adds an edge between the existing node and the new node.
|
||||
pub fn connect_node(&mut self, from: NodeId, direction: Direction, new_node: Node) -> Result<NodeId, &'static str> {
|
||||
pub fn add_connected(&mut self, from: NodeId, direction: Direction, new_node: Node) -> Result<NodeId, &'static str> {
|
||||
let to = self.add_node(new_node);
|
||||
self.connect(from, to, false, None, direction)?;
|
||||
Ok(to)
|
||||
@@ -236,208 +236,3 @@ impl Default for Graph {
|
||||
Self::new()
|
||||
}
|
||||
}
|
||||
|
||||
// --- Traversal State and Logic ---
|
||||
|
||||
/// Represents the current position of an entity traversing the graph.
|
||||
///
|
||||
/// This enum allows for precise tracking of whether an entity is exactly at a node
|
||||
/// or moving along an edge between two nodes.
|
||||
#[derive(Debug, PartialEq, Clone, Copy)]
|
||||
pub enum Position {
|
||||
/// The traverser is located exactly at a node.
|
||||
AtNode(NodeId),
|
||||
/// The traverser is on an edge between two nodes.
|
||||
BetweenNodes {
|
||||
from: NodeId,
|
||||
to: NodeId,
|
||||
/// The floating-point distance traversed along the edge from the `from` node.
|
||||
traversed: f32,
|
||||
},
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl Position {
|
||||
/// Returns `true` if the position is exactly at a node.
|
||||
pub fn is_at_node(&self) -> bool {
|
||||
matches!(self, Position::AtNode(_))
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the current or most recently departed node.
|
||||
#[allow(clippy::wrong_self_convention)]
|
||||
pub fn from_node_id(&self) -> NodeId {
|
||||
match self {
|
||||
Position::AtNode(id) => *id,
|
||||
Position::BetweenNodes { from, .. } => *from,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the destination node, if currently on an edge.
|
||||
#[allow(clippy::wrong_self_convention)]
|
||||
pub fn to_node_id(&self) -> Option<NodeId> {
|
||||
match self {
|
||||
Position::AtNode(_) => None,
|
||||
Position::BetweenNodes { to, .. } => Some(*to),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns `true` if the traverser is stopped at a node.
|
||||
pub fn is_stopped(&self) -> bool {
|
||||
matches!(self, Position::AtNode(_))
|
||||
}
|
||||
}
|
||||
|
||||
/// Manages an entity's movement through the graph.
|
||||
///
|
||||
/// A `Traverser` encapsulates the state of an entity's position and direction,
|
||||
/// providing a way to advance along the graph's paths based on a given distance.
|
||||
/// It also handles direction changes, buffering the next intended direction.
|
||||
pub struct Traverser {
|
||||
/// The current position of the traverser in the graph.
|
||||
pub position: Position,
|
||||
/// The current direction of movement.
|
||||
pub direction: Direction,
|
||||
/// Buffered direction change with remaining frame count for timing.
|
||||
///
|
||||
/// The `u8` value represents the number of frames remaining before
|
||||
/// the buffered direction expires. This allows for responsive controls
|
||||
/// by storing direction changes for a limited time.
|
||||
pub next_direction: Option<(Direction, u8)>,
|
||||
}
|
||||
|
||||
impl Traverser {
|
||||
/// Creates a new traverser starting at the given node ID.
|
||||
///
|
||||
/// The traverser will immediately attempt to start moving in the initial direction.
|
||||
pub fn new<F>(graph: &Graph, start_node: NodeId, initial_direction: Direction, can_traverse: &F) -> Self
|
||||
where
|
||||
F: Fn(Edge) -> bool,
|
||||
{
|
||||
let mut traverser = Traverser {
|
||||
position: Position::AtNode(start_node),
|
||||
direction: initial_direction,
|
||||
next_direction: Some((initial_direction, 1)),
|
||||
};
|
||||
|
||||
// This will kickstart the traverser into motion
|
||||
traverser.advance(graph, 0.0, can_traverse);
|
||||
|
||||
traverser
|
||||
}
|
||||
|
||||
/// Sets the next direction for the traverser to take.
|
||||
///
|
||||
/// The direction is buffered and will be applied at the next opportunity,
|
||||
/// typically when the traverser reaches a new node. This allows for responsive
|
||||
/// controls, as the new direction is stored for a limited time.
|
||||
pub fn set_next_direction(&mut self, new_direction: Direction) {
|
||||
if self.direction != new_direction {
|
||||
self.next_direction = Some((new_direction, 30));
|
||||
}
|
||||
}
|
||||
|
||||
/// Advances the traverser along the graph by a specified distance.
|
||||
///
|
||||
/// This method updates the traverser's position based on its current state
|
||||
/// and the distance to travel.
|
||||
///
|
||||
/// - If at a node, it checks for a buffered direction to start moving.
|
||||
/// - If between nodes, it moves along the current edge.
|
||||
/// - If it reaches a node, it attempts to transition to a new edge based on
|
||||
/// the buffered direction or by continuing straight.
|
||||
/// - If no valid move is possible, it stops at the node.
|
||||
pub fn advance<F>(&mut self, graph: &Graph, distance: f32, can_traverse: &F)
|
||||
where
|
||||
F: Fn(Edge) -> bool,
|
||||
{
|
||||
// Decrement the remaining frames for the next direction
|
||||
if let Some((direction, remaining)) = self.next_direction {
|
||||
if remaining > 0 {
|
||||
self.next_direction = Some((direction, remaining - 1));
|
||||
} else {
|
||||
self.next_direction = None;
|
||||
}
|
||||
}
|
||||
|
||||
match self.position {
|
||||
Position::AtNode(node_id) => {
|
||||
// We're not moving, but a buffered direction is available.
|
||||
if let Some((next_direction, _)) = self.next_direction {
|
||||
if let Some(edge) = graph.find_edge_in_direction(node_id, next_direction) {
|
||||
if can_traverse(edge) {
|
||||
// Start moving in that direction
|
||||
self.position = Position::BetweenNodes {
|
||||
from: node_id,
|
||||
to: edge.target,
|
||||
traversed: distance.max(0.0),
|
||||
};
|
||||
self.direction = next_direction;
|
||||
}
|
||||
}
|
||||
|
||||
self.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
|
||||
}
|
||||
}
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
// There is no point in any of the next logic if we don't travel at all
|
||||
if distance <= 0.0 {
|
||||
return;
|
||||
}
|
||||
|
||||
let edge = graph
|
||||
.find_edge(from, to)
|
||||
.expect("Inconsistent state: Traverser is on a non-existent edge.");
|
||||
|
||||
let new_traversed = traversed + distance;
|
||||
|
||||
if new_traversed < edge.distance {
|
||||
// Still on the same edge, just update the distance.
|
||||
self.position = Position::BetweenNodes {
|
||||
from,
|
||||
to,
|
||||
traversed: new_traversed,
|
||||
};
|
||||
} else {
|
||||
let overflow = new_traversed - edge.distance;
|
||||
let mut moved = false;
|
||||
|
||||
// If we buffered a direction, try to find an edge in that direction
|
||||
if let Some((next_dir, _)) = self.next_direction {
|
||||
if let Some(edge) = graph.find_edge_in_direction(to, next_dir) {
|
||||
if can_traverse(edge) {
|
||||
self.position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
|
||||
self.direction = next_dir; // Remember our new direction
|
||||
self.next_direction = None; // Consume the buffered direction
|
||||
moved = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we didn't move, try to continue in the current direction
|
||||
if !moved {
|
||||
if let Some(edge) = graph.find_edge_in_direction(to, self.direction) {
|
||||
if can_traverse(edge) {
|
||||
self.position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
} else {
|
||||
self.position = Position::AtNode(to);
|
||||
self.next_direction = None;
|
||||
}
|
||||
} else {
|
||||
self.position = Position::AtNode(to);
|
||||
self.next_direction = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
pub mod direction;
|
||||
pub mod ghost;
|
||||
pub mod graph;
|
||||
pub mod pacman;
|
||||
pub mod r#trait;
|
||||
pub mod traversal;
|
||||
|
||||
@@ -4,17 +4,14 @@
|
||||
//! animation, and rendering. Pac-Man moves through the game graph using
|
||||
//! a traverser and displays directional animated textures.
|
||||
|
||||
use glam::{UVec2, Vec2};
|
||||
|
||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId, Position, Traverser};
|
||||
use crate::helpers::centered_with_size;
|
||||
use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId};
|
||||
use crate::entity::r#trait::Entity;
|
||||
use crate::entity::traversal::Traverser;
|
||||
use crate::texture::animated::AnimatedTexture;
|
||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
|
||||
/// Determines if Pac-Man can traverse a given edge.
|
||||
///
|
||||
@@ -34,6 +31,37 @@ pub struct Pacman {
|
||||
texture: DirectionalAnimatedTexture,
|
||||
}
|
||||
|
||||
impl Entity for Pacman {
|
||||
fn traverser(&self) -> &Traverser {
|
||||
&self.traverser
|
||||
}
|
||||
|
||||
fn traverser_mut(&mut self) -> &mut Traverser {
|
||||
&mut self.traverser
|
||||
}
|
||||
|
||||
fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||
&self.texture
|
||||
}
|
||||
|
||||
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||
&mut self.texture
|
||||
}
|
||||
|
||||
fn speed(&self) -> f32 {
|
||||
1.125
|
||||
}
|
||||
|
||||
fn can_traverse(&self, edge: Edge) -> bool {
|
||||
can_pacman_traverse(edge)
|
||||
}
|
||||
|
||||
fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||
self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse);
|
||||
self.texture.tick(dt);
|
||||
}
|
||||
}
|
||||
|
||||
impl Pacman {
|
||||
/// Creates a new Pac-Man instance at the specified starting node.
|
||||
///
|
||||
@@ -69,15 +97,6 @@ impl Pacman {
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates Pac-Man's position and animation state.
|
||||
///
|
||||
/// Advances movement through the graph and updates texture animation.
|
||||
/// Movement speed is scaled by 60 FPS and a 1.125 multiplier.
|
||||
pub fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||
self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse);
|
||||
self.texture.tick(dt);
|
||||
}
|
||||
|
||||
/// Handles keyboard input to change Pac-Man's direction.
|
||||
///
|
||||
/// Maps arrow keys to directions and queues the direction change
|
||||
@@ -95,36 +114,4 @@ impl Pacman {
|
||||
self.traverser.set_next_direction(direction);
|
||||
}
|
||||
}
|
||||
|
||||
/// Calculates the current pixel position in the game world.
|
||||
///
|
||||
/// Interpolates between nodes when moving between them.
|
||||
fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
|
||||
match self.traverser.position {
|
||||
Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
let from_pos = graph.get_node(from).unwrap().position;
|
||||
let to_pos = graph.get_node(to).unwrap().position;
|
||||
from_pos.lerp(to_pos, traversed / from_pos.distance(to_pos))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders Pac-Man to the canvas.
|
||||
///
|
||||
/// Calculates screen position, determines if Pac-Man is stopped,
|
||||
/// and renders the appropriate directional texture.
|
||||
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
|
||||
let pixel_pos = self.get_pixel_pos(graph).round().as_ivec2() + BOARD_PIXEL_OFFSET.as_ivec2();
|
||||
let dest = centered_with_size(pixel_pos, UVec2::new(16, 16));
|
||||
let is_stopped = self.traverser.position.is_stopped();
|
||||
|
||||
if is_stopped {
|
||||
self.texture
|
||||
.render_stopped(canvas, atlas, dest, self.traverser.direction)
|
||||
.unwrap();
|
||||
} else {
|
||||
self.texture.render(canvas, atlas, dest, self.traverser.direction).unwrap();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
108
src/entity/trait.rs
Normal file
108
src/entity/trait.rs
Normal file
@@ -0,0 +1,108 @@
|
||||
//! Entity trait for common movement and rendering functionality.
|
||||
//!
|
||||
//! This module defines a trait that captures the shared behavior between
|
||||
//! different game entities like Ghosts and Pac-Man, including movement,
|
||||
//! rendering, and position calculations.
|
||||
|
||||
use glam::Vec2;
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::graph::{Edge, Graph, NodeId};
|
||||
use crate::entity::traversal::{Position, Traverser};
|
||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
|
||||
/// Trait defining common functionality for game entities that move through the graph.
|
||||
///
|
||||
/// This trait provides a unified interface for entities that:
|
||||
/// - Move through the game graph using a traverser
|
||||
/// - Render using directional animated textures
|
||||
/// - Have position calculations and movement speed
|
||||
#[allow(dead_code)]
|
||||
pub trait Entity {
|
||||
/// Returns a reference to the entity's traverser for movement control.
|
||||
fn traverser(&self) -> &Traverser;
|
||||
|
||||
/// Returns a mutable reference to the entity's traverser for movement control.
|
||||
fn traverser_mut(&mut self) -> &mut Traverser;
|
||||
|
||||
/// Returns a reference to the entity's directional animated texture.
|
||||
fn texture(&self) -> &DirectionalAnimatedTexture;
|
||||
|
||||
/// Returns a mutable reference to the entity's directional animated texture.
|
||||
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture;
|
||||
|
||||
/// Returns the movement speed multiplier for this entity.
|
||||
fn speed(&self) -> f32;
|
||||
|
||||
/// Determines if this entity can traverse a given edge.
|
||||
fn can_traverse(&self, edge: Edge) -> bool;
|
||||
|
||||
/// Updates the entity's position and animation state.
|
||||
///
|
||||
/// This method advances movement through the graph and updates texture animation.
|
||||
fn tick(&mut self, dt: f32, graph: &Graph);
|
||||
|
||||
/// Calculates the current pixel position in the game world.
|
||||
///
|
||||
/// Converts the graph position to screen coordinates, accounting for
|
||||
/// the board offset and centering the sprite.
|
||||
fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
|
||||
let pos = match self.traverser().position {
|
||||
Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
let from_pos = graph.get_node(from).unwrap().position;
|
||||
let to_pos = graph.get_node(to).unwrap().position;
|
||||
let edge = graph.find_edge(from, to).unwrap();
|
||||
from_pos + (to_pos - from_pos) * (traversed / edge.distance)
|
||||
}
|
||||
};
|
||||
|
||||
Vec2::new(
|
||||
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
)
|
||||
}
|
||||
|
||||
/// Returns the current node ID that the entity is at or moving towards.
|
||||
///
|
||||
/// If the entity is at a node, returns that node ID.
|
||||
/// If the entity is between nodes, returns the node it's moving towards.
|
||||
fn current_node_id(&self) -> NodeId {
|
||||
match self.traverser().position {
|
||||
Position::AtNode(node_id) => node_id,
|
||||
Position::BetweenNodes { to, .. } => to,
|
||||
}
|
||||
}
|
||||
|
||||
/// Sets the next direction for the entity to take.
|
||||
///
|
||||
/// The direction is buffered and will be applied at the next opportunity,
|
||||
/// typically when the entity reaches a new node.
|
||||
fn set_next_direction(&mut self, direction: Direction) {
|
||||
self.traverser_mut().set_next_direction(direction);
|
||||
}
|
||||
|
||||
/// Renders the entity at its current position.
|
||||
///
|
||||
/// Draws the appropriate directional sprite based on the entity's
|
||||
/// current movement state and direction.
|
||||
fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
|
||||
let pixel_pos = self.get_pixel_pos(graph);
|
||||
let dest = crate::helpers::centered_with_size(
|
||||
glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
|
||||
glam::UVec2::new(16, 16),
|
||||
);
|
||||
|
||||
if self.traverser().position.is_stopped() {
|
||||
self.texture()
|
||||
.render_stopped(canvas, atlas, dest, self.traverser().direction)
|
||||
.expect("Failed to render entity");
|
||||
} else {
|
||||
self.texture()
|
||||
.render(canvas, atlas, dest, self.traverser().direction)
|
||||
.expect("Failed to render entity");
|
||||
}
|
||||
}
|
||||
}
|
||||
205
src/entity/traversal.rs
Normal file
205
src/entity/traversal.rs
Normal file
@@ -0,0 +1,205 @@
|
||||
use super::direction::Direction;
|
||||
use super::graph::{Edge, Graph, NodeId};
|
||||
|
||||
/// Represents the current position of an entity traversing the graph.
|
||||
///
|
||||
/// This enum allows for precise tracking of whether an entity is exactly at a node
|
||||
/// or moving along an edge between two nodes.
|
||||
#[derive(Debug, PartialEq, Clone, Copy)]
|
||||
pub enum Position {
|
||||
/// The traverser is located exactly at a node.
|
||||
AtNode(NodeId),
|
||||
/// The traverser is on an edge between two nodes.
|
||||
BetweenNodes {
|
||||
from: NodeId,
|
||||
to: NodeId,
|
||||
/// The floating-point distance traversed along the edge from the `from` node.
|
||||
traversed: f32,
|
||||
},
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl Position {
|
||||
/// Returns `true` if the position is exactly at a node.
|
||||
pub fn is_at_node(&self) -> bool {
|
||||
matches!(self, Position::AtNode(_))
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the current or most recently departed node.
|
||||
#[allow(clippy::wrong_self_convention)]
|
||||
pub fn from_node_id(&self) -> NodeId {
|
||||
match self {
|
||||
Position::AtNode(id) => *id,
|
||||
Position::BetweenNodes { from, .. } => *from,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the destination node, if currently on an edge.
|
||||
#[allow(clippy::wrong_self_convention)]
|
||||
pub fn to_node_id(&self) -> Option<NodeId> {
|
||||
match self {
|
||||
Position::AtNode(_) => None,
|
||||
Position::BetweenNodes { to, .. } => Some(*to),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns `true` if the traverser is stopped at a node.
|
||||
pub fn is_stopped(&self) -> bool {
|
||||
matches!(self, Position::AtNode(_))
|
||||
}
|
||||
}
|
||||
|
||||
/// Manages an entity's movement through the graph.
|
||||
///
|
||||
/// A `Traverser` encapsulates the state of an entity's position and direction,
|
||||
/// providing a way to advance along the graph's paths based on a given distance.
|
||||
/// It also handles direction changes, buffering the next intended direction.
|
||||
pub struct Traverser {
|
||||
/// The current position of the traverser in the graph.
|
||||
pub position: Position,
|
||||
/// The current direction of movement.
|
||||
pub direction: Direction,
|
||||
/// Buffered direction change with remaining frame count for timing.
|
||||
///
|
||||
/// The `u8` value represents the number of frames remaining before
|
||||
/// the buffered direction expires. This allows for responsive controls
|
||||
/// by storing direction changes for a limited time.
|
||||
pub next_direction: Option<(Direction, u8)>,
|
||||
}
|
||||
|
||||
impl Traverser {
|
||||
/// Creates a new traverser starting at the given node ID.
|
||||
///
|
||||
/// The traverser will immediately attempt to start moving in the initial direction.
|
||||
pub fn new<F>(graph: &Graph, start_node: NodeId, initial_direction: Direction, can_traverse: &F) -> Self
|
||||
where
|
||||
F: Fn(Edge) -> bool,
|
||||
{
|
||||
let mut traverser = Traverser {
|
||||
position: Position::AtNode(start_node),
|
||||
direction: initial_direction,
|
||||
next_direction: Some((initial_direction, 1)),
|
||||
};
|
||||
|
||||
// This will kickstart the traverser into motion
|
||||
traverser.advance(graph, 0.0, can_traverse);
|
||||
|
||||
traverser
|
||||
}
|
||||
|
||||
/// Sets the next direction for the traverser to take.
|
||||
///
|
||||
/// The direction is buffered and will be applied at the next opportunity,
|
||||
/// typically when the traverser reaches a new node. This allows for responsive
|
||||
/// controls, as the new direction is stored for a limited time.
|
||||
pub fn set_next_direction(&mut self, new_direction: Direction) {
|
||||
if self.direction != new_direction {
|
||||
self.next_direction = Some((new_direction, 30));
|
||||
}
|
||||
}
|
||||
|
||||
/// Advances the traverser along the graph by a specified distance.
|
||||
///
|
||||
/// This method updates the traverser's position based on its current state
|
||||
/// and the distance to travel.
|
||||
///
|
||||
/// - If at a node, it checks for a buffered direction to start moving.
|
||||
/// - If between nodes, it moves along the current edge.
|
||||
/// - If it reaches a node, it attempts to transition to a new edge based on
|
||||
/// the buffered direction or by continuing straight.
|
||||
/// - If no valid move is possible, it stops at the node.
|
||||
pub fn advance<F>(&mut self, graph: &Graph, distance: f32, can_traverse: &F)
|
||||
where
|
||||
F: Fn(Edge) -> bool,
|
||||
{
|
||||
// Decrement the remaining frames for the next direction
|
||||
if let Some((direction, remaining)) = self.next_direction {
|
||||
if remaining > 0 {
|
||||
self.next_direction = Some((direction, remaining - 1));
|
||||
} else {
|
||||
self.next_direction = None;
|
||||
}
|
||||
}
|
||||
|
||||
match self.position {
|
||||
Position::AtNode(node_id) => {
|
||||
// We're not moving, but a buffered direction is available.
|
||||
if let Some((next_direction, _)) = self.next_direction {
|
||||
if let Some(edge) = graph.find_edge_in_direction(node_id, next_direction) {
|
||||
if can_traverse(edge) {
|
||||
// Start moving in that direction
|
||||
self.position = Position::BetweenNodes {
|
||||
from: node_id,
|
||||
to: edge.target,
|
||||
traversed: distance.max(0.0),
|
||||
};
|
||||
self.direction = next_direction;
|
||||
}
|
||||
}
|
||||
|
||||
self.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
|
||||
}
|
||||
}
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
// There is no point in any of the next logic if we don't travel at all
|
||||
if distance <= 0.0 {
|
||||
return;
|
||||
}
|
||||
|
||||
let edge = graph
|
||||
.find_edge(from, to)
|
||||
.expect("Inconsistent state: Traverser is on a non-existent edge.");
|
||||
|
||||
let new_traversed = traversed + distance;
|
||||
|
||||
if new_traversed < edge.distance {
|
||||
// Still on the same edge, just update the distance.
|
||||
self.position = Position::BetweenNodes {
|
||||
from,
|
||||
to,
|
||||
traversed: new_traversed,
|
||||
};
|
||||
} else {
|
||||
let overflow = new_traversed - edge.distance;
|
||||
let mut moved = false;
|
||||
|
||||
// If we buffered a direction, try to find an edge in that direction
|
||||
if let Some((next_dir, _)) = self.next_direction {
|
||||
if let Some(edge) = graph.find_edge_in_direction(to, next_dir) {
|
||||
if can_traverse(edge) {
|
||||
self.position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
|
||||
self.direction = next_dir; // Remember our new direction
|
||||
self.next_direction = None; // Consume the buffered direction
|
||||
moved = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we didn't move, try to continue in the current direction
|
||||
if !moved {
|
||||
if let Some(edge) = graph.find_edge_in_direction(to, self.direction) {
|
||||
if can_traverse(edge) {
|
||||
self.position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
} else {
|
||||
self.position = Position::AtNode(to);
|
||||
self.next_direction = None;
|
||||
}
|
||||
} else {
|
||||
self.position = Position::AtNode(to);
|
||||
self.next_direction = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
132
src/game.rs
132
src/game.rs
@@ -1,7 +1,8 @@
|
||||
//! This module contains the main game logic and state.
|
||||
|
||||
use anyhow::Result;
|
||||
use glam::UVec2;
|
||||
use glam::{UVec2, Vec2};
|
||||
use rand::{rngs::SmallRng, Rng, SeedableRng};
|
||||
use sdl2::{
|
||||
image::LoadTexture,
|
||||
keyboard::Keycode,
|
||||
@@ -13,8 +14,12 @@ use sdl2::{
|
||||
use crate::{
|
||||
asset::{get_asset_bytes, Asset},
|
||||
audio::Audio,
|
||||
constants::RAW_BOARD,
|
||||
entity::pacman::Pacman,
|
||||
constants::{CELL_SIZE, RAW_BOARD},
|
||||
entity::{
|
||||
ghost::{Ghost, GhostType},
|
||||
pacman::Pacman,
|
||||
r#trait::Entity,
|
||||
},
|
||||
map::Map,
|
||||
texture::{
|
||||
sprite::{self, AtlasMapper, AtlasTile, SpriteAtlas},
|
||||
@@ -30,6 +35,7 @@ pub struct Game {
|
||||
pub score: u32,
|
||||
pub map: Map,
|
||||
pub pacman: Pacman,
|
||||
pub ghosts: Vec<Ghost>,
|
||||
pub debug_mode: bool,
|
||||
|
||||
// Rendering resources
|
||||
@@ -73,10 +79,23 @@ impl Game {
|
||||
let audio = Audio::new();
|
||||
let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas);
|
||||
|
||||
// Create ghosts at random positions
|
||||
let mut ghosts = Vec::new();
|
||||
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
for &ghost_type in &ghost_types {
|
||||
// Find a random node for the ghost to start at
|
||||
let random_node = rng.random_range(0..map.graph.node_count());
|
||||
let ghost = Ghost::new(&map.graph, random_node, ghost_type, &atlas);
|
||||
ghosts.push(ghost);
|
||||
}
|
||||
|
||||
Game {
|
||||
score: 0,
|
||||
map,
|
||||
pacman,
|
||||
ghosts,
|
||||
debug_mode: false,
|
||||
map_texture,
|
||||
text_texture,
|
||||
@@ -91,10 +110,41 @@ impl Game {
|
||||
if keycode == Keycode::M {
|
||||
self.audio.set_mute(!self.audio.is_muted());
|
||||
}
|
||||
|
||||
if keycode == Keycode::R {
|
||||
self.reset_game_state();
|
||||
}
|
||||
}
|
||||
|
||||
/// Resets the game state, randomizing ghost positions and resetting Pac-Man
|
||||
fn reset_game_state(&mut self) {
|
||||
// Reset Pac-Man to starting position
|
||||
let pacman_start_pos = self.map.find_starting_position(0).unwrap();
|
||||
let pacman_start_node = *self
|
||||
.map
|
||||
.grid_to_node
|
||||
.get(&glam::IVec2::new(pacman_start_pos.x as i32, pacman_start_pos.y as i32))
|
||||
.expect("Pac-Man starting position not found in graph");
|
||||
|
||||
self.pacman = Pacman::new(&self.map.graph, pacman_start_node, &self.atlas);
|
||||
|
||||
// Randomize ghost positions
|
||||
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
for (i, ghost) in self.ghosts.iter_mut().enumerate() {
|
||||
let random_node = rng.random_range(0..self.map.graph.node_count());
|
||||
*ghost = Ghost::new(&self.map.graph, random_node, ghost_types[i], &self.atlas);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn tick(&mut self, dt: f32) {
|
||||
self.pacman.tick(dt, &self.map.graph);
|
||||
|
||||
// Update all ghosts
|
||||
for ghost in &mut self.ghosts {
|
||||
ghost.tick(dt, &self.map.graph);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> Result<()> {
|
||||
@@ -102,22 +152,94 @@ impl Game {
|
||||
canvas.set_draw_color(Color::BLACK);
|
||||
canvas.clear();
|
||||
self.map.render(canvas, &mut self.atlas, &mut self.map_texture);
|
||||
|
||||
// Render all ghosts
|
||||
for ghost in &self.ghosts {
|
||||
ghost.render(canvas, &mut self.atlas, &self.map.graph);
|
||||
}
|
||||
|
||||
self.pacman.render(canvas, &mut self.atlas, &self.map.graph);
|
||||
})?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn present_backbuffer<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &Texture) -> Result<()> {
|
||||
pub fn present_backbuffer<T: RenderTarget>(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<T>,
|
||||
backbuffer: &Texture,
|
||||
cursor_pos: glam::Vec2,
|
||||
) -> Result<()> {
|
||||
canvas.copy(backbuffer, None, None).map_err(anyhow::Error::msg)?;
|
||||
if self.debug_mode {
|
||||
self.map.debug_render_nodes(canvas);
|
||||
self.map
|
||||
.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.atlas, cursor_pos);
|
||||
self.render_pathfinding_debug(canvas)?;
|
||||
}
|
||||
self.draw_hud(canvas)?;
|
||||
canvas.present();
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Renders pathfinding debug lines from each ghost to Pac-Man.
|
||||
///
|
||||
/// Each ghost's path is drawn in its respective color with a small offset
|
||||
/// to prevent overlapping lines.
|
||||
fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> Result<()> {
|
||||
let pacman_node = self.pacman.current_node_id();
|
||||
|
||||
for ghost in self.ghosts.iter() {
|
||||
if let Some(path) = ghost.calculate_path_to_target(&self.map.graph, pacman_node) {
|
||||
if path.len() < 2 {
|
||||
continue; // Skip if path is too short
|
||||
}
|
||||
|
||||
// Set the ghost's color
|
||||
canvas.set_draw_color(ghost.debug_color());
|
||||
|
||||
// Calculate offset based on ghost index to prevent overlapping lines
|
||||
// let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
|
||||
|
||||
// Calculate a consistent offset direction for the entire path
|
||||
// let first_node = self.map.graph.get_node(path[0]).unwrap();
|
||||
// let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
|
||||
|
||||
// Use the overall direction from start to end to determine the perpendicular offset
|
||||
let offset = match ghost.ghost_type {
|
||||
GhostType::Blinky => Vec2::new(0.25, 0.5),
|
||||
GhostType::Pinky => Vec2::new(-0.25, -0.25),
|
||||
GhostType::Inky => Vec2::new(0.5, -0.5),
|
||||
GhostType::Clyde => Vec2::new(-0.5, 0.25),
|
||||
} * 5.0;
|
||||
|
||||
// Calculate offset positions for all nodes using the same perpendicular direction
|
||||
let mut offset_positions = Vec::new();
|
||||
for &node_id in &path {
|
||||
let node = self.map.graph.get_node(node_id).unwrap();
|
||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
offset_positions.push(pos + offset);
|
||||
}
|
||||
|
||||
// Draw lines between the offset positions
|
||||
for window in offset_positions.windows(2) {
|
||||
if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
|
||||
// Skip if the distance is too far (used for preventing lines between tunnel portals)
|
||||
if from.distance_squared(*to) > (CELL_SIZE * 16).pow(2) as f32 {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Draw the line
|
||||
canvas
|
||||
.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
|
||||
.map_err(anyhow::Error::msg)?;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> Result<()> {
|
||||
let lives = 3;
|
||||
let score_text = format!("{:02}", self.score);
|
||||
|
||||
@@ -2,10 +2,9 @@ use glam::{IVec2, UVec2};
|
||||
use sdl2::rect::Rect;
|
||||
|
||||
pub fn centered_with_size(pixel_pos: IVec2, size: UVec2) -> Rect {
|
||||
Rect::new(
|
||||
pixel_pos.x - size.x as i32 / 2,
|
||||
pixel_pos.y - size.y as i32 / 2,
|
||||
size.x,
|
||||
size.y,
|
||||
)
|
||||
// Ensure the position doesn't cause integer overflow when centering
|
||||
let x = pixel_pos.x.saturating_sub(size.x as i32 / 2);
|
||||
let y = pixel_pos.y.saturating_sub(size.y as i32 / 2);
|
||||
|
||||
Rect::new(x, y, size.x, size.y)
|
||||
}
|
||||
|
||||
@@ -184,13 +184,18 @@ impl Map {
|
||||
MapRenderer::render_map(canvas, atlas, map_texture);
|
||||
}
|
||||
|
||||
/// Renders a debug visualization of the navigation graph.
|
||||
/// Renders a debug visualization with cursor-based highlighting.
|
||||
///
|
||||
/// This function is intended for development and debugging purposes. It draws the
|
||||
/// nodes and edges of the graph on top of the map, allowing for visual
|
||||
/// inspection of the navigation paths.
|
||||
pub fn debug_render_nodes<T: RenderTarget>(&self, canvas: &mut Canvas<T>) {
|
||||
MapRenderer::debug_render_nodes(&self.graph, canvas);
|
||||
/// This function provides interactive debugging by highlighting the nearest node
|
||||
/// to the cursor, showing its ID, and highlighting its connections.
|
||||
pub fn debug_render_with_cursor<T: RenderTarget>(
|
||||
&self,
|
||||
canvas: &mut Canvas<T>,
|
||||
text_renderer: &mut crate::texture::text::TextTexture,
|
||||
atlas: &mut SpriteAtlas,
|
||||
cursor_pos: glam::Vec2,
|
||||
) {
|
||||
MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos);
|
||||
}
|
||||
|
||||
/// Builds the house structure in the graph.
|
||||
@@ -326,7 +331,7 @@ impl Map {
|
||||
.expect("Left tunnel entrance node not found");
|
||||
|
||||
graph
|
||||
.connect_node(
|
||||
.add_connected(
|
||||
left_tunnel_entrance_node_id,
|
||||
Direction::Left,
|
||||
Node {
|
||||
@@ -345,7 +350,7 @@ impl Map {
|
||||
.expect("Right tunnel entrance node not found");
|
||||
|
||||
graph
|
||||
.connect_node(
|
||||
.add_connected(
|
||||
right_tunnel_entrance_node_id,
|
||||
Direction::Right,
|
||||
Node {
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
//! Map rendering functionality.
|
||||
|
||||
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
|
||||
use crate::texture::text::TextTexture;
|
||||
use glam::Vec2;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::{Point, Rect};
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
@@ -23,45 +25,93 @@ impl MapRenderer {
|
||||
let _ = map_texture.render(canvas, atlas, dest);
|
||||
}
|
||||
|
||||
/// Renders a debug visualization of the navigation graph.
|
||||
/// Renders a debug visualization with cursor-based highlighting.
|
||||
///
|
||||
/// This function is intended for development and debugging purposes. It draws the
|
||||
/// nodes and edges of the graph on top of the map, allowing for visual
|
||||
/// inspection of the navigation paths.
|
||||
pub fn debug_render_nodes<T: RenderTarget>(graph: &crate::entity::graph::Graph, canvas: &mut Canvas<T>) {
|
||||
/// This function provides interactive debugging by highlighting the nearest node
|
||||
/// to the cursor, showing its ID, and highlighting its connections.
|
||||
pub fn debug_render_with_cursor<T: RenderTarget>(
|
||||
graph: &crate::entity::graph::Graph,
|
||||
canvas: &mut Canvas<T>,
|
||||
text_renderer: &mut TextTexture,
|
||||
atlas: &mut SpriteAtlas,
|
||||
cursor_pos: Vec2,
|
||||
) {
|
||||
// Find the nearest node to the cursor
|
||||
let nearest_node = Self::find_nearest_node(graph, cursor_pos);
|
||||
|
||||
// Draw all connections in blue
|
||||
canvas.set_draw_color(Color::RGB(0, 0, 128)); // Dark blue for regular connections
|
||||
for i in 0..graph.node_count() {
|
||||
let node = graph.get_node(i).unwrap();
|
||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
// Draw connections
|
||||
canvas.set_draw_color(Color::BLUE);
|
||||
|
||||
for edge in graph.adjacency_list[i].edges() {
|
||||
let end_pos = graph.get_node(edge.target).unwrap().position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
canvas
|
||||
.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
// Draw all nodes in green
|
||||
canvas.set_draw_color(Color::RGB(0, 128, 0)); // Dark green for regular nodes
|
||||
for i in 0..graph.node_count() {
|
||||
let node = graph.get_node(i).unwrap();
|
||||
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
// Draw node
|
||||
// let color = if pacman.position.from_node_idx() == i.into() {
|
||||
// Color::GREEN
|
||||
// } else if let Some(to_idx) = pacman.position.to_node_idx() {
|
||||
// if to_idx == i.into() {
|
||||
// Color::CYAN
|
||||
// } else {
|
||||
// Color::RED
|
||||
// }
|
||||
// } else {
|
||||
// Color::RED
|
||||
// };
|
||||
canvas.set_draw_color(Color::GREEN);
|
||||
canvas
|
||||
.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
|
||||
.unwrap();
|
||||
|
||||
// Draw node index
|
||||
// text.render(canvas, atlas, &i.to_string(), pos.as_uvec2()).unwrap();
|
||||
}
|
||||
|
||||
// Highlight connections from the nearest node in bright blue
|
||||
if let Some(nearest_id) = nearest_node {
|
||||
let nearest_pos = graph.get_node(nearest_id).unwrap().position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
|
||||
canvas.set_draw_color(Color::RGB(0, 255, 255)); // Bright cyan for highlighted connections
|
||||
for edge in graph.adjacency_list[nearest_id].edges() {
|
||||
let end_pos = graph.get_node(edge.target).unwrap().position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
canvas
|
||||
.draw_line(
|
||||
(nearest_pos.x as i32, nearest_pos.y as i32),
|
||||
(end_pos.x as i32, end_pos.y as i32),
|
||||
)
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
// Highlight the nearest node in bright green
|
||||
canvas.set_draw_color(Color::RGB(0, 255, 0)); // Bright green for highlighted node
|
||||
canvas
|
||||
.fill_rect(Rect::new(0, 0, 5, 5).centered_on(Point::new(nearest_pos.x as i32, nearest_pos.y as i32)))
|
||||
.unwrap();
|
||||
|
||||
// Draw node ID text (small, offset to top right)
|
||||
text_renderer.set_scale(0.5); // Small text
|
||||
let id_text = format!("#{nearest_id}");
|
||||
let text_pos = glam::UVec2::new(
|
||||
(nearest_pos.x + 4.0) as u32, // Offset to the right
|
||||
(nearest_pos.y - 6.0) as u32, // Offset to the top
|
||||
);
|
||||
let _ = text_renderer.render(canvas, atlas, &id_text, text_pos);
|
||||
}
|
||||
}
|
||||
|
||||
/// Finds the nearest node to the given cursor position.
|
||||
pub fn find_nearest_node(graph: &crate::entity::graph::Graph, cursor_pos: Vec2) -> Option<usize> {
|
||||
let mut nearest_id = None;
|
||||
let mut nearest_distance = f32::INFINITY;
|
||||
|
||||
for i in 0..graph.node_count() {
|
||||
let node = graph.get_node(i).unwrap();
|
||||
let node_pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
|
||||
let distance = cursor_pos.distance(node_pos);
|
||||
|
||||
if distance < nearest_distance {
|
||||
nearest_distance = distance;
|
||||
nearest_id = Some(i);
|
||||
}
|
||||
}
|
||||
|
||||
nearest_id
|
||||
}
|
||||
}
|
||||
|
||||
34
tests/debug_rendering.rs
Normal file
34
tests/debug_rendering.rs
Normal file
@@ -0,0 +1,34 @@
|
||||
use glam::Vec2;
|
||||
use pacman::entity::graph::{Graph, Node};
|
||||
use pacman::map::render::MapRenderer;
|
||||
|
||||
#[test]
|
||||
fn test_find_nearest_node() {
|
||||
let mut graph = Graph::new();
|
||||
|
||||
// Add some test nodes
|
||||
let node1 = graph.add_node(Node {
|
||||
position: Vec2::new(10.0, 10.0),
|
||||
});
|
||||
let node2 = graph.add_node(Node {
|
||||
position: Vec2::new(50.0, 50.0),
|
||||
});
|
||||
let node3 = graph.add_node(Node {
|
||||
position: Vec2::new(100.0, 100.0),
|
||||
});
|
||||
|
||||
// Test cursor near node1
|
||||
let cursor_pos = Vec2::new(12.0, 8.0);
|
||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
||||
assert_eq!(nearest, Some(node1));
|
||||
|
||||
// Test cursor near node2
|
||||
let cursor_pos = Vec2::new(45.0, 55.0);
|
||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
||||
assert_eq!(nearest, Some(node2));
|
||||
|
||||
// Test cursor near node3
|
||||
let cursor_pos = Vec2::new(98.0, 102.0);
|
||||
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
|
||||
assert_eq!(nearest, Some(node3));
|
||||
}
|
||||
48
tests/ghost.rs
Normal file
48
tests/ghost.rs
Normal file
@@ -0,0 +1,48 @@
|
||||
use pacman::entity::ghost::{Ghost, GhostType};
|
||||
use pacman::entity::graph::Graph;
|
||||
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
|
||||
use std::collections::HashMap;
|
||||
|
||||
fn create_test_atlas() -> SpriteAtlas {
|
||||
let mut frames = HashMap::new();
|
||||
let directions = ["up", "down", "left", "right"];
|
||||
let ghost_types = ["blinky", "pinky", "inky", "clyde"];
|
||||
|
||||
for ghost_type in &ghost_types {
|
||||
for (i, dir) in directions.iter().enumerate() {
|
||||
frames.insert(
|
||||
format!("ghost/{}/{}_{}.png", ghost_type, dir, "a"),
|
||||
MapperFrame {
|
||||
x: i as u16 * 16,
|
||||
y: 0,
|
||||
width: 16,
|
||||
height: 16,
|
||||
},
|
||||
);
|
||||
frames.insert(
|
||||
format!("ghost/{}/{}_{}.png", ghost_type, dir, "b"),
|
||||
MapperFrame {
|
||||
x: i as u16 * 16,
|
||||
y: 16,
|
||||
width: 16,
|
||||
height: 16,
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
let mapper = AtlasMapper { frames };
|
||||
let dummy_texture = unsafe { std::mem::zeroed() };
|
||||
SpriteAtlas::new(dummy_texture, mapper)
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_ghost_creation() {
|
||||
let graph = Graph::new();
|
||||
let atlas = create_test_atlas();
|
||||
|
||||
let ghost = Ghost::new(&graph, 0, GhostType::Blinky, &atlas);
|
||||
|
||||
assert_eq!(ghost.ghost_type, GhostType::Blinky);
|
||||
assert_eq!(ghost.traverser.position.from_node_id(), 0);
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
use pacman::entity::direction::Direction;
|
||||
use pacman::entity::graph::{EdgePermissions, Graph, Node, Position, Traverser};
|
||||
use pacman::entity::graph::{EdgePermissions, Graph, Node};
|
||||
use pacman::entity::traversal::{Position, Traverser};
|
||||
|
||||
fn create_test_graph() -> Graph {
|
||||
let mut graph = Graph::new();
|
||||
|
||||
117
tests/pathfinding.rs
Normal file
117
tests/pathfinding.rs
Normal file
@@ -0,0 +1,117 @@
|
||||
use pacman::entity::direction::Direction;
|
||||
use pacman::entity::ghost::{Ghost, GhostType};
|
||||
use pacman::entity::graph::{Graph, Node};
|
||||
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
|
||||
use std::collections::HashMap;
|
||||
|
||||
fn create_test_atlas() -> SpriteAtlas {
|
||||
let mut frames = HashMap::new();
|
||||
let directions = ["up", "down", "left", "right"];
|
||||
let ghost_types = ["blinky", "pinky", "inky", "clyde"];
|
||||
|
||||
for ghost_type in &ghost_types {
|
||||
for (i, dir) in directions.iter().enumerate() {
|
||||
frames.insert(
|
||||
format!("ghost/{}/{}_{}.png", ghost_type, dir, "a"),
|
||||
MapperFrame {
|
||||
x: i as u16 * 16,
|
||||
y: 0,
|
||||
width: 16,
|
||||
height: 16,
|
||||
},
|
||||
);
|
||||
frames.insert(
|
||||
format!("ghost/{}/{}_{}.png", ghost_type, dir, "b"),
|
||||
MapperFrame {
|
||||
x: i as u16 * 16,
|
||||
y: 16,
|
||||
width: 16,
|
||||
height: 16,
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
let mapper = AtlasMapper { frames };
|
||||
let dummy_texture = unsafe { std::mem::zeroed() };
|
||||
SpriteAtlas::new(dummy_texture, mapper)
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_ghost_pathfinding() {
|
||||
// Create a simple test graph
|
||||
let mut graph = Graph::new();
|
||||
|
||||
// Add nodes in a simple line: 0 -> 1 -> 2
|
||||
let node0 = graph.add_node(Node {
|
||||
position: glam::Vec2::new(0.0, 0.0),
|
||||
});
|
||||
let node1 = graph.add_node(Node {
|
||||
position: glam::Vec2::new(10.0, 0.0),
|
||||
});
|
||||
let node2 = graph.add_node(Node {
|
||||
position: glam::Vec2::new(20.0, 0.0),
|
||||
});
|
||||
|
||||
// Connect the nodes
|
||||
graph.connect(node0, node1, false, None, Direction::Right).unwrap();
|
||||
graph.connect(node1, node2, false, None, Direction::Right).unwrap();
|
||||
|
||||
// Create a test atlas for the ghost
|
||||
let atlas = create_test_atlas();
|
||||
|
||||
// Create a ghost at node 0
|
||||
let ghost = Ghost::new(&graph, node0, GhostType::Blinky, &atlas);
|
||||
|
||||
// Test pathfinding from node 0 to node 2
|
||||
let path = ghost.calculate_path_to_target(&graph, node2);
|
||||
|
||||
assert!(path.is_some());
|
||||
let path = path.unwrap();
|
||||
assert_eq!(path, vec![node0, node1, node2]);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_ghost_pathfinding_no_path() {
|
||||
// Create a test graph with disconnected components
|
||||
let mut graph = Graph::new();
|
||||
|
||||
let node0 = graph.add_node(Node {
|
||||
position: glam::Vec2::new(0.0, 0.0),
|
||||
});
|
||||
let node1 = graph.add_node(Node {
|
||||
position: glam::Vec2::new(10.0, 0.0),
|
||||
});
|
||||
|
||||
// Don't connect the nodes
|
||||
let atlas = create_test_atlas();
|
||||
let ghost = Ghost::new(&graph, node0, GhostType::Blinky, &atlas);
|
||||
|
||||
// Test pathfinding when no path exists
|
||||
let path = ghost.calculate_path_to_target(&graph, node1);
|
||||
|
||||
assert!(path.is_none());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_ghost_debug_colors() {
|
||||
let atlas = create_test_atlas();
|
||||
let mut graph = Graph::new();
|
||||
let node = graph.add_node(Node {
|
||||
position: glam::Vec2::new(0.0, 0.0),
|
||||
});
|
||||
|
||||
let blinky = Ghost::new(&graph, node, GhostType::Blinky, &atlas);
|
||||
let pinky = Ghost::new(&graph, node, GhostType::Pinky, &atlas);
|
||||
let inky = Ghost::new(&graph, node, GhostType::Inky, &atlas);
|
||||
let clyde = Ghost::new(&graph, node, GhostType::Clyde, &atlas);
|
||||
|
||||
// Test that each ghost has a different debug color
|
||||
let colors = std::collections::HashSet::from([
|
||||
blinky.debug_color(),
|
||||
pinky.debug_color(),
|
||||
inky.debug_color(),
|
||||
clyde.debug_color(),
|
||||
]);
|
||||
assert_eq!(colors.len(), 4, "All ghost colors should be unique");
|
||||
}
|
||||
Reference in New Issue
Block a user