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19 changed files with 670 additions and 373 deletions

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@@ -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

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@@ -1,5 +1,4 @@
name: Builds
on: ["push", "pull_request"]
permissions:

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@@ -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

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@@ -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

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@@ -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

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@@ -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
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@@ -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"

View File

@@ -4,19 +4,17 @@
//! animation, and rendering. Ghosts move through the game graph using
//! a traverser and display directional animated textures.
use glam::Vec2;
use pathfinding::prelude::dijkstra;
use rand::prelude::*;
use smallvec::SmallVec;
use tracing::debug;
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::render::{Canvas, RenderTarget};
/// Determines if a ghost can traverse a given edge.
///
@@ -72,6 +70,42 @@ pub struct Ghost {
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.
///
@@ -112,20 +146,6 @@ impl Ghost {
}
}
/// Updates the ghost's position and animation state.
///
/// Advances movement through the graph, updates texture animation,
/// and chooses random directions at intersections.
pub 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);
}
/// 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();
@@ -140,15 +160,6 @@ impl Ghost {
}
}
}
debug!(
"Ghost {} at node {}: available directions: {:?}, current direction: {:?}",
self.ghost_type.as_str(),
current_node,
available_directions,
self.traverser.direction
);
// Choose a random direction (avoid reversing unless necessary)
if !available_directions.is_empty() {
let mut rng = SmallRng::from_os_rng();
@@ -160,57 +171,43 @@ impl Ghost {
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
.collect();
debug!(
"Ghost {}: filtered directions: {:?}, opposite: {:?}",
self.ghost_type.as_str(),
filtered_directions,
opposite
);
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
self.traverser.set_next_direction(*random_direction);
debug!("Ghost {} chose direction: {:?}", self.ghost_type.as_str(), random_direction);
}
}
}
/// Calculates the current pixel position in the game world.
/// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
///
/// 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)
}
};
/// 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();
Vec2::new(pos.x + BOARD_PIXEL_OFFSET.x as f32, pos.y + BOARD_PIXEL_OFFSET.y as f32)
}
/// Renders the ghost at its current position.
///
/// Draws the appropriate directional sprite based on the ghost's
/// current movement state and direction.
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
let pixel_pos = self.get_pixel_pos(graph);
let dest = centered_with_size(
glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
glam::UVec2::new(16, 16),
// 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,
);
if self.traverser.position.is_stopped() {
self.texture
.render_stopped(canvas, atlas, dest, self.traverser.direction)
.expect("Failed to render ghost");
} else {
self.texture
.render(canvas, atlas, dest, self.traverser.direction)
.expect("Failed to render ghost");
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
}
}
}

View File

@@ -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;
}
}
}
}
}
}
}

View File

@@ -2,3 +2,5 @@ pub mod direction;
pub mod ghost;
pub mod graph;
pub mod pacman;
pub mod r#trait;
pub mod traversal;

View File

@@ -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
View 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
View 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;
}
}
}
}
}
}
}

View File

@@ -18,6 +18,7 @@ use crate::{
entity::{
ghost::{Ghost, GhostType},
pacman::Pacman,
r#trait::Entity,
},
map::Map,
texture::{
@@ -173,12 +174,65 @@ impl Game {
if self.debug_mode {
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 (i, ghost) in self.ghosts.iter().enumerate() {
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();
let first_pos = first_node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
let last_pos = last_node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
// Use the overall direction from start to end to determine the perpendicular offset
let overall_dir = (last_pos - first_pos).normalize();
let perp_dir = glam::Vec2::new(-overall_dir.y, overall_dir.x);
// 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 + perp_dir * offset);
}
// Draw lines between the offset positions
for window in offset_positions.windows(2) {
canvas
.draw_line(
(window[0].x as i32, window[0].y as i32),
(window[1].x as i32, window[1].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);

View File

@@ -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)
}

View File

@@ -331,7 +331,7 @@ impl Map {
.expect("Left tunnel entrance node not found");
graph
.connect_node(
.add_connected(
left_tunnel_entrance_node_id,
Direction::Left,
Node {
@@ -350,7 +350,7 @@ impl Map {
.expect("Right tunnel entrance node not found");
graph
.connect_node(
.add_connected(
right_tunnel_entrance_node_id,
Direction::Right,
Node {

View File

@@ -87,7 +87,7 @@ impl MapRenderer {
// Draw node ID text (small, offset to top right)
text_renderer.set_scale(0.5); // Small text
let id_text = format!("#{}", nearest_id);
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

View File

@@ -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
View 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");
}