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https://github.com/Xevion/Pac-Man.git
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1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 27705f1ba2 |
1
Cargo.lock
generated
1
Cargo.lock
generated
@@ -192,6 +192,7 @@ dependencies = [
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"sdl2",
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"serde",
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"serde_json",
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"smallvec",
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"spin_sleep",
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"thiserror 1.0.69",
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"tracing",
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@@ -20,6 +20,7 @@ anyhow = "1.0"
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glam = { version = "0.30.4", features = [] }
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serde = { version = "1.0.219", features = ["derive"] }
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serde_json = "1.0.141"
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smallvec = "1.15.1"
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[profile.release]
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lto = true
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216
src/entity/ghost.rs
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216
src/entity/ghost.rs
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@@ -0,0 +1,216 @@
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//! Ghost entity implementation.
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//!
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//! This module contains the ghost character logic, including movement,
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//! animation, and rendering. Ghosts move through the game graph using
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//! a traverser and display directional animated textures.
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use glam::Vec2;
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use rand::prelude::*;
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use smallvec::SmallVec;
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use tracing::debug;
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use crate::constants::BOARD_PIXEL_OFFSET;
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use crate::entity::direction::Direction;
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use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId, Position, Traverser};
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use crate::helpers::centered_with_size;
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::directional::DirectionalAnimatedTexture;
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use crate::texture::sprite::SpriteAtlas;
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use sdl2::render::{Canvas, RenderTarget};
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/// Determines if a ghost can traverse a given edge.
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///
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/// Ghosts can move through edges that allow all entities or ghost-only edges.
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fn can_ghost_traverse(edge: Edge) -> bool {
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matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
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}
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/// The four classic ghost types.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum GhostType {
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Blinky,
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Pinky,
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Inky,
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Clyde,
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}
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impl GhostType {
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/// Returns the ghost type name for atlas lookups.
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pub fn as_str(self) -> &'static str {
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match self {
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GhostType::Blinky => "blinky",
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GhostType::Pinky => "pinky",
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GhostType::Inky => "inky",
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GhostType::Clyde => "clyde",
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}
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}
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/// Returns the base movement speed for this ghost type.
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pub fn base_speed(self) -> f32 {
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match self {
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GhostType::Blinky => 1.0,
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GhostType::Pinky => 0.95,
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GhostType::Inky => 0.9,
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GhostType::Clyde => 0.85,
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}
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}
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}
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/// A ghost entity that roams the game world.
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///
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/// Ghosts move through the game world using a graph-based navigation system
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/// and display directional animated sprites. They randomly choose directions
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/// at each intersection.
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pub struct Ghost {
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/// Handles movement through the game graph
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pub traverser: Traverser,
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/// The type of ghost (affects appearance and speed)
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pub ghost_type: GhostType,
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/// Manages directional animated textures for different movement states
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texture: DirectionalAnimatedTexture,
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/// Current movement speed
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speed: f32,
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}
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impl Ghost {
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/// Creates a new ghost instance at the specified starting node.
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///
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/// Sets up animated textures for all four directions with moving and stopped states.
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/// The moving animation cycles through two sprite variants.
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pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> Self {
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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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for direction in Direction::DIRECTIONS {
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let moving_prefix = match direction {
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Direction::Up => "up",
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Direction::Down => "down",
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Direction::Left => "left",
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Direction::Right => "right",
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};
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let moving_tiles = vec![
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SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a")).unwrap(),
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SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b")).unwrap(),
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];
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let stopped_tiles =
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vec![
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SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
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.unwrap(),
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];
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2).expect("Invalid frame duration"));
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stopped_textures[direction.as_usize()] =
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Some(AnimatedTexture::new(stopped_tiles, 0.1).expect("Invalid frame duration"));
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}
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Self {
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traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
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ghost_type,
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texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
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speed: ghost_type.base_speed(),
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}
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}
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/// Updates the ghost's position and animation state.
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///
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/// Advances movement through the graph, updates texture animation,
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/// and chooses random directions at intersections.
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pub fn tick(&mut self, dt: f32, graph: &Graph) {
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// Choose random direction when at a node
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if self.traverser.position.is_at_node() {
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self.choose_random_direction(graph);
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}
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self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse);
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self.texture.tick(dt);
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}
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/// Chooses a random available direction at the current intersection.
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fn choose_random_direction(&mut self, graph: &Graph) {
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let current_node = self.traverser.position.from_node_id();
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let intersection = &graph.adjacency_list[current_node];
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// Collect all available directions
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let mut available_directions = SmallVec::<[_; 4]>::new();
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for direction in Direction::DIRECTIONS {
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if let Some(edge) = intersection.get(direction) {
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if can_ghost_traverse(edge) {
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available_directions.push(direction);
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}
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}
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}
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debug!(
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"Ghost {} at node {}: available directions: {:?}, current direction: {:?}",
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self.ghost_type.as_str(),
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current_node,
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available_directions,
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self.traverser.direction
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);
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// Choose a random direction (avoid reversing unless necessary)
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if !available_directions.is_empty() {
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let mut rng = SmallRng::from_os_rng();
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// Filter out the opposite direction if possible, but allow it if we have limited options
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let opposite = self.traverser.direction.opposite();
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let filtered_directions: Vec<_> = available_directions
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.iter()
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.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
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.collect();
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debug!(
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"Ghost {}: filtered directions: {:?}, opposite: {:?}",
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self.ghost_type.as_str(),
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filtered_directions,
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opposite
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);
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if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
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self.traverser.set_next_direction(*random_direction);
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debug!("Ghost {} chose direction: {:?}", self.ghost_type.as_str(), random_direction);
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}
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}
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}
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/// Calculates the current pixel position in the game world.
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///
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/// Converts the graph position to screen coordinates, accounting for
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/// the board offset and centering the sprite.
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fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
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let pos = match self.traverser.position {
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Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
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Position::BetweenNodes { from, to, traversed } => {
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let from_pos = graph.get_node(from).unwrap().position;
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let to_pos = graph.get_node(to).unwrap().position;
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let edge = graph.find_edge(from, to).unwrap();
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from_pos + (to_pos - from_pos) * (traversed / edge.distance)
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}
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};
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Vec2::new(pos.x + BOARD_PIXEL_OFFSET.x as f32, pos.y + BOARD_PIXEL_OFFSET.y as f32)
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}
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/// Renders the ghost at its current position.
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///
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/// Draws the appropriate directional sprite based on the ghost's
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/// current movement state and direction.
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
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let pixel_pos = self.get_pixel_pos(graph);
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let dest = centered_with_size(
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glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
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glam::UVec2::new(16, 16),
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);
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if self.traverser.position.is_stopped() {
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self.texture
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.render_stopped(canvas, atlas, dest, self.traverser.direction)
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.expect("Failed to render ghost");
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} else {
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self.texture
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.render(canvas, atlas, dest, self.traverser.direction)
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.expect("Failed to render ghost");
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}
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}
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}
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@@ -1,3 +1,4 @@
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pub mod direction;
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pub mod ghost;
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pub mod graph;
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pub mod pacman;
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57
src/game.rs
57
src/game.rs
@@ -2,6 +2,7 @@
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use anyhow::Result;
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use glam::UVec2;
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use rand::{rngs::SmallRng, Rng, SeedableRng};
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use sdl2::{
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image::LoadTexture,
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keyboard::Keycode,
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@@ -14,7 +15,10 @@ use crate::{
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asset::{get_asset_bytes, Asset},
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audio::Audio,
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constants::RAW_BOARD,
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entity::pacman::Pacman,
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entity::{
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ghost::{Ghost, GhostType},
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pacman::Pacman,
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},
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map::Map,
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texture::{
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sprite::{self, AtlasMapper, AtlasTile, SpriteAtlas},
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@@ -30,6 +34,7 @@ pub struct Game {
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pub score: u32,
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pub map: Map,
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pub pacman: Pacman,
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pub ghosts: Vec<Ghost>,
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pub debug_mode: bool,
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// Rendering resources
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@@ -73,10 +78,23 @@ impl Game {
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let audio = Audio::new();
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let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas);
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// Create ghosts at random positions
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let mut ghosts = Vec::new();
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let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
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let mut rng = SmallRng::from_os_rng();
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for &ghost_type in &ghost_types {
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// Find a random node for the ghost to start at
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let random_node = rng.random_range(0..map.graph.node_count());
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let ghost = Ghost::new(&map.graph, random_node, ghost_type, &atlas);
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ghosts.push(ghost);
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}
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Game {
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score: 0,
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map,
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pacman,
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ghosts,
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debug_mode: false,
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map_texture,
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text_texture,
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@@ -91,10 +109,41 @@ impl Game {
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if keycode == Keycode::M {
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self.audio.set_mute(!self.audio.is_muted());
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}
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if keycode == Keycode::R {
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self.reset_game_state();
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}
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}
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/// Resets the game state, randomizing ghost positions and resetting Pac-Man
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fn reset_game_state(&mut self) {
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// Reset Pac-Man to starting position
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let pacman_start_pos = self.map.find_starting_position(0).unwrap();
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let pacman_start_node = *self
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.map
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.grid_to_node
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.get(&glam::IVec2::new(pacman_start_pos.x as i32, pacman_start_pos.y as i32))
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.expect("Pac-Man starting position not found in graph");
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self.pacman = Pacman::new(&self.map.graph, pacman_start_node, &self.atlas);
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// Randomize ghost positions
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let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
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let mut rng = SmallRng::from_os_rng();
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for (i, ghost) in self.ghosts.iter_mut().enumerate() {
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let random_node = rng.random_range(0..self.map.graph.node_count());
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*ghost = Ghost::new(&self.map.graph, random_node, ghost_types[i], &self.atlas);
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}
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}
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pub fn tick(&mut self, dt: f32) {
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self.pacman.tick(dt, &self.map.graph);
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// Update all ghosts
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for ghost in &mut self.ghosts {
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ghost.tick(dt, &self.map.graph);
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}
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}
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pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> Result<()> {
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@@ -102,6 +151,12 @@ impl Game {
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canvas.set_draw_color(Color::BLACK);
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canvas.clear();
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self.map.render(canvas, &mut self.atlas, &mut self.map_texture);
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// Render all ghosts
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for ghost in &self.ghosts {
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ghost.render(canvas, &mut self.atlas, &self.map.graph);
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}
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self.pacman.render(canvas, &mut self.atlas, &self.map.graph);
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})?;
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48
tests/ghost.rs
Normal file
48
tests/ghost.rs
Normal file
@@ -0,0 +1,48 @@
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use pacman::entity::ghost::{Ghost, GhostType};
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use pacman::entity::graph::Graph;
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use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
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use std::collections::HashMap;
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fn create_test_atlas() -> SpriteAtlas {
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let mut frames = HashMap::new();
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let directions = ["up", "down", "left", "right"];
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let ghost_types = ["blinky", "pinky", "inky", "clyde"];
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for ghost_type in &ghost_types {
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for (i, dir) in directions.iter().enumerate() {
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frames.insert(
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format!("ghost/{}/{}_{}.png", ghost_type, dir, "a"),
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MapperFrame {
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x: i as u16 * 16,
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y: 0,
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width: 16,
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height: 16,
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},
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);
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frames.insert(
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format!("ghost/{}/{}_{}.png", ghost_type, dir, "b"),
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MapperFrame {
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x: i as u16 * 16,
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y: 16,
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width: 16,
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height: 16,
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},
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);
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}
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}
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let mapper = AtlasMapper { frames };
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let dummy_texture = unsafe { std::mem::zeroed() };
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SpriteAtlas::new(dummy_texture, mapper)
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}
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#[test]
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fn test_ghost_creation() {
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let graph = Graph::new();
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let atlas = create_test_atlas();
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let ghost = Ghost::new(&graph, 0, GhostType::Blinky, &atlas);
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assert_eq!(ghost.ghost_type, GhostType::Blinky);
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assert_eq!(ghost.traverser.position.from_node_id(), 0);
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}
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Reference in New Issue
Block a user