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31 changed files with 1218 additions and 533 deletions

20
.github/dependabot.yml vendored Normal file
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@@ -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:
- "*"

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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"

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@@ -1,6 +1,5 @@
use std::time::{Duration, Instant};
use anyhow::{anyhow, Result};
use glam::Vec2;
use sdl2::event::{Event, WindowEvent};
use sdl2::keyboard::Keycode;
@@ -9,6 +8,8 @@ use sdl2::video::{Window, WindowContext};
use sdl2::EventPump;
use tracing::{error, event};
use crate::error::{GameError, GameResult};
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
use crate::game::Game;
use crate::platform::get_platform;
@@ -24,14 +25,14 @@ pub struct App<'a> {
}
impl App<'_> {
pub fn new() -> Result<Self> {
pub fn new() -> GameResult<Self> {
// Initialize platform-specific console
get_platform().init_console().map_err(|e| anyhow!(e))?;
get_platform().init_console()?;
let sdl_context = sdl2::init().map_err(|e| anyhow!(e))?;
let video_subsystem = sdl_context.video().map_err(|e| anyhow!(e))?;
let audio_subsystem = sdl_context.audio().map_err(|e| anyhow!(e))?;
let ttf_context = sdl2::ttf::init().map_err(|e| anyhow!(e.to_string()))?;
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let window = video_subsystem
.window(
@@ -41,24 +42,31 @@ impl App<'_> {
)
.resizable()
.position_centered()
.build()?;
.build()
.map_err(|e| GameError::Sdl(e.to_string()))?;
let mut canvas = window.into_canvas().build()?;
canvas.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)?;
let mut canvas = window.into_canvas().build().map_err(|e| GameError::Sdl(e.to_string()))?;
canvas
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
let texture_creator_static: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
let mut game = Game::new(texture_creator_static, &ttf_context, &audio_subsystem);
let mut game = Game::new(texture_creator_static, &ttf_context, &audio_subsystem)?;
game.audio.set_mute(cfg!(debug_assertions));
let mut backbuffer = texture_creator_static.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)?;
let mut backbuffer = texture_creator_static
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
backbuffer.set_scale_mode(ScaleMode::Nearest);
let event_pump = sdl_context.event_pump().map_err(|e| anyhow!(e))?;
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
// Initial draw
game.draw(&mut canvas, &mut backbuffer)?;
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)?;
game.draw(&mut canvas, &mut backbuffer)
.map_err(|e| GameError::Sdl(e.to_string()))?;
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok(Self {
game,
@@ -109,8 +117,8 @@ impl App<'_> {
} => {
self.game.debug_mode = !self.game.debug_mode;
}
Event::KeyDown { keycode, .. } => {
self.game.keyboard_event(keycode.unwrap());
Event::KeyDown { keycode: Some(key), .. } => {
self.game.keyboard_event(key);
}
Event::MouseMotion { x, y, .. } => {
// Convert window coordinates to logical coordinates
@@ -126,13 +134,13 @@ impl App<'_> {
if !self.paused {
self.game.tick(dt);
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
error!("Failed to draw game: {e}");
error!("Failed to draw game: {}", e);
}
if let Err(e) = self
.game
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
{
error!("Failed to present backbuffer: {e}");
error!("Failed to present backbuffer: {}", e);
}
}

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@@ -4,19 +4,19 @@
//! 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};
use crate::error::{EntityError, GameError, GameResult, TextureError};
/// Determines if a ghost can traverse a given edge.
///
@@ -72,12 +72,50 @@ 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);
}
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
eprintln!("Ghost movement error: {}", e);
}
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 {
pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
@@ -89,41 +127,51 @@ impl Ghost {
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(),
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"a"
)))
})?,
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"b"
)))
})?,
];
let stopped_tiles =
vec![
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
.unwrap(),
.ok_or_else(|| {
GameError::Texture(TextureError::AtlasTileNotFound(format!(
"ghost/{}/{}_{}.png",
ghost_type.as_str(),
moving_prefix,
"a"
)))
})?,
];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2).expect("Invalid frame duration"));
textures[direction.as_usize()] =
Some(AnimatedTexture::new(moving_tiles, 0.2).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
stopped_textures[direction.as_usize()] =
Some(AnimatedTexture::new(stopped_tiles, 0.1).expect("Invalid frame duration"));
Some(AnimatedTexture::new(stopped_tiles, 0.1).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
}
Self {
Ok(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(),
}
}
/// 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.
@@ -140,15 +188,6 @@ 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 +199,48 @@ 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 an error if pathfinding fails.
/// The path includes the current node and the target node.
pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<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).ok_or_else(|| {
GameError::Entity(EntityError::PathfindingFailed(format!(
"No path found from node {} to target {}",
start_node, target
)))
})
}
/// 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 +4,16 @@
//! 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};
use crate::error::{GameError, GameResult, TextureError};
/// Determines if Pac-Man can traverse a given edge.
///
@@ -34,12 +33,45 @@ 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) {
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
eprintln!("Pac-Man movement error: {}", e);
}
self.texture.tick(dt);
}
}
impl Pacman {
/// Creates a new Pac-Man instance at the specified starting node.
///
/// Sets up animated textures for all four directions with moving and stopped states.
/// The moving animation cycles through open mouth, closed mouth, and full sprites.
pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> Self {
pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
@@ -51,31 +83,27 @@ impl Pacman {
Direction::Right => "pacman/right",
};
let moving_tiles = vec![
SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png")).unwrap(),
SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png")).unwrap(),
SpriteAtlas::get_tile(atlas, "pacman/full.png").unwrap(),
SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
SpriteAtlas::get_tile(atlas, "pacman/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
];
let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png")).unwrap()];
let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png"))
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08).expect("Invalid frame duration"));
textures[direction.as_usize()] =
Some(AnimatedTexture::new(moving_tiles, 0.08).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
stopped_textures[direction.as_usize()] =
Some(AnimatedTexture::new(stopped_tiles, 0.1).expect("Invalid frame duration"));
Some(AnimatedTexture::new(stopped_tiles, 0.1).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
}
Self {
Ok(Self {
traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
}
}
/// 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.
@@ -95,36 +123,4 @@ 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();
}
}
}

114
src/entity/trait.rs Normal file
View File

@@ -0,0 +1,114 @@
//! 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::error::{EntityError, GameError, GameResult, TextureError};
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) -> GameResult<Vec2> {
let pos = match self.traverser().position {
Position::AtNode(node_id) => {
let node = graph.get_node(node_id).ok_or(EntityError::NodeNotFound(node_id))?;
node.position
}
Position::BetweenNodes { from, to, traversed } => {
let from_node = graph.get_node(from).ok_or(EntityError::NodeNotFound(from))?;
let to_node = graph.get_node(to).ok_or(EntityError::NodeNotFound(to))?;
let edge = graph.find_edge(from, to).ok_or(EntityError::EdgeNotFound { from, to })?;
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
}
};
Ok(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) -> GameResult<()> {
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)
.map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
} else {
self.texture()
.render(canvas, atlas, dest, self.traverser().direction)
.map_err(|e| GameError::Texture(TextureError::RenderFailed(e.to_string())))?;
}
Ok(())
}
}

229
src/entity/traversal.rs Normal file
View File

@@ -0,0 +1,229 @@
use tracing::error;
use crate::error::GameResult;
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
if let Err(e) = traverser.advance(graph, 0.0, can_traverse) {
error!("Traverser initialization error: {}", e);
}
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.
///
/// Returns an error if the movement is invalid (e.g., trying to move in an impossible direction).
pub fn advance<F>(&mut self, graph: &Graph, distance: f32, can_traverse: &F) -> GameResult<()>
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;
} else {
return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
format!(
"Cannot traverse edge from {} to {} in direction {:?}",
node_id, edge.target, next_direction
),
)));
}
} else {
return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
format!("No edge found in direction {:?} from node {}", next_direction, node_id),
)));
}
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 Ok(());
}
let edge = graph.find_edge(from, to).ok_or_else(|| {
crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(format!(
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
from, to
)))
})?;
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;
}
}
}
}
}
Ok(())
}
}

156
src/error.rs Normal file
View File

@@ -0,0 +1,156 @@
//! Centralized error types for the Pac-Man game.
//!
//! This module defines all error types used throughout the application,
//! providing a consistent error handling approach.
use thiserror::Error;
/// Main error type for the Pac-Man game.
///
/// This is the primary error type that should be used in public APIs.
/// It can represent any error that can occur during game operation.
#[derive(Error, Debug)]
pub enum GameError {
#[error("Asset error: {0}")]
Asset(#[from] crate::asset::AssetError),
#[error("Platform error: {0}")]
Platform(#[from] crate::platform::PlatformError),
#[error("Map parsing error: {0}")]
MapParse(#[from] crate::map::parser::ParseError),
#[error("Map error: {0}")]
Map(#[from] MapError),
#[error("Texture error: {0}")]
Texture(#[from] TextureError),
#[error("Entity error: {0}")]
Entity(#[from] EntityError),
#[error("Game state error: {0}")]
GameState(#[from] GameStateError),
#[error("SDL error: {0}")]
Sdl(String),
#[error("IO error: {0}")]
Io(#[from] std::io::Error),
#[error("Serialization error: {0}")]
Serialization(#[from] serde_json::Error),
#[error("Invalid state: {0}")]
InvalidState(String),
#[error("Resource not found: {0}")]
NotFound(String),
#[error("Configuration error: {0}")]
Config(String),
}
/// Errors related to texture operations.
#[derive(Error, Debug)]
pub enum TextureError {
#[error("Animated texture error: {0}")]
Animated(#[from] crate::texture::animated::AnimatedTextureError),
#[error("Failed to load texture: {0}")]
LoadFailed(String),
#[error("Texture not found in atlas: {0}")]
AtlasTileNotFound(String),
#[error("Invalid texture format: {0}")]
InvalidFormat(String),
#[error("Rendering failed: {0}")]
RenderFailed(String),
}
/// Errors related to entity operations.
#[derive(Error, Debug)]
pub enum EntityError {
#[error("Node not found in graph: {0}")]
NodeNotFound(usize),
#[error("Edge not found: from {from} to {to}")]
EdgeNotFound { from: usize, to: usize },
#[error("Invalid movement: {0}")]
InvalidMovement(String),
#[error("Pathfinding failed: {0}")]
PathfindingFailed(String),
}
/// Errors related to game state operations.
#[derive(Error, Debug)]
pub enum GameStateError {}
/// Errors related to map operations.
#[derive(Error, Debug)]
pub enum MapError {
#[error("Node not found: {0}")]
NodeNotFound(usize),
#[error("Invalid map configuration: {0}")]
InvalidConfig(String),
}
/// Result type for game operations.
pub type GameResult<T> = Result<T, GameError>;
/// Helper trait for converting other error types to GameError.
pub trait IntoGameError<T> {
#[allow(dead_code)]
fn into_game_error(self) -> GameResult<T>;
}
impl<T, E> IntoGameError<T> for Result<T, E>
where
E: std::error::Error + Send + Sync + 'static,
{
fn into_game_error(self) -> GameResult<T> {
self.map_err(|e| GameError::InvalidState(e.to_string()))
}
}
/// Helper trait for converting Option to GameResult with a custom error.
pub trait OptionExt<T> {
#[allow(dead_code)]
fn ok_or_game_error<F>(self, f: F) -> GameResult<T>
where
F: FnOnce() -> GameError;
}
impl<T> OptionExt<T> for Option<T> {
fn ok_or_game_error<F>(self, f: F) -> GameResult<T>
where
F: FnOnce() -> GameError,
{
self.ok_or_else(f)
}
}
/// Helper trait for converting Result to GameResult with context.
pub trait ResultExt<T, E> {
#[allow(dead_code)]
fn with_context<F>(self, f: F) -> GameResult<T>
where
F: FnOnce(&E) -> GameError;
}
impl<T, E> ResultExt<T, E> for Result<T, E>
where
E: std::error::Error + Send + Sync + 'static,
{
fn with_context<F>(self, f: F) -> GameResult<T>
where
F: FnOnce(&E) -> GameError,
{
self.map_err(|e| f(&e))
}
}

View File

@@ -1,7 +1,6 @@
//! 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,
@@ -11,13 +10,16 @@ use sdl2::{
video::WindowContext,
};
use crate::error::{EntityError, GameError, GameResult, TextureError};
use crate::{
asset::{get_asset_bytes, Asset},
audio::Audio,
constants::RAW_BOARD,
constants::{CELL_SIZE, RAW_BOARD},
entity::{
ghost::{Ghost, GhostType},
pacman::Pacman,
r#trait::Entity,
},
map::Map,
texture::{
@@ -51,46 +53,57 @@ impl Game {
texture_creator: &TextureCreator<WindowContext>,
_ttf_context: &sdl2::ttf::Sdl2TtfContext,
_audio_subsystem: &sdl2::AudioSubsystem,
) -> Game {
let map = Map::new(RAW_BOARD);
) -> GameResult<Game> {
let map = Map::new(RAW_BOARD)?;
let pacman_start_pos = map.find_starting_position(0).unwrap();
let pacman_start_pos = map
.find_starting_position(0)
.ok_or_else(|| GameError::NotFound("Pac-Man starting position".to_string()))?;
let pacman_start_node = *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");
.ok_or_else(|| GameError::NotFound("Pac-Man starting position not found in graph".to_string()))?;
let atlas_bytes = get_asset_bytes(Asset::Atlas).expect("Failed to load asset");
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
let atlas_texture = unsafe {
let texture = texture_creator
.load_texture_bytes(&atlas_bytes)
.expect("Could not load atlas texture from asset API");
let texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
GameError::Texture(TextureError::InvalidFormat(format!("Unsupported texture format: {}", e)))
} else {
GameError::Texture(TextureError::LoadFailed(e.to_string()))
}
})?;
sprite::texture_to_static(texture)
};
let atlas_json = get_asset_bytes(Asset::AtlasJson).expect("Failed to load asset");
let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json).expect("Could not parse atlas JSON");
let atlas_json = get_asset_bytes(Asset::AtlasJson)?;
let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json)?;
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
let mut map_texture = SpriteAtlas::get_tile(&atlas, "maze/full.png").expect("Failed to load map tile");
let mut map_texture = SpriteAtlas::get_tile(&atlas, "maze/full.png")
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/full.png".to_string())))?;
map_texture.color = Some(Color::RGB(0x20, 0x20, 0xf9));
let text_texture = TextTexture::new(1.0);
let audio = Audio::new();
let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas);
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();
if map.graph.node_count() == 0 {
return Err(GameError::Config("Game map has no nodes - invalid configuration".to_string()));
}
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);
let ghost = Ghost::new(&map.graph, random_node, ghost_type, &atlas)?;
ghosts.push(ghost);
}
Game {
Ok(Game {
score: 0,
map,
pacman,
@@ -100,7 +113,7 @@ impl Game {
text_texture,
audio,
atlas,
}
})
}
pub fn keyboard_event(&mut self, keycode: Keycode) {
@@ -111,21 +124,26 @@ impl Game {
}
if keycode == Keycode::R {
self.reset_game_state();
if let Err(e) = self.reset_game_state() {
tracing::error!("Failed to reset game state: {}", e);
}
}
}
/// Resets the game state, randomizing ghost positions and resetting Pac-Man
fn reset_game_state(&mut self) {
fn reset_game_state(&mut self) -> GameResult<()> {
// Reset Pac-Man to starting position
let pacman_start_pos = self.map.find_starting_position(0).unwrap();
let pacman_start_pos = self
.map
.find_starting_position(0)
.ok_or_else(|| GameError::NotFound("Pac-Man starting position".to_string()))?;
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");
.ok_or_else(|| GameError::NotFound("Pac-Man starting position not found in graph".to_string()))?;
self.pacman = Pacman::new(&self.map.graph, pacman_start_node, &self.atlas);
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];
@@ -133,8 +151,10 @@ impl Game {
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);
*ghost = Ghost::new(&self.map.graph, random_node, ghost_types[i], &self.atlas)?;
}
Ok(())
}
pub fn tick(&mut self, dt: f32) {
@@ -146,19 +166,25 @@ impl Game {
}
}
pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> Result<()> {
canvas.with_texture_canvas(backbuffer, |canvas| {
canvas.set_draw_color(Color::BLACK);
canvas.clear();
self.map.render(canvas, &mut self.atlas, &mut self.map_texture);
pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
canvas
.with_texture_canvas(backbuffer, |canvas| {
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);
}
// Render all ghosts
for ghost in &self.ghosts {
if let Err(e) = ghost.render(canvas, &mut self.atlas, &self.map.graph) {
tracing::error!("Failed to render ghost: {}", e);
}
}
self.pacman.render(canvas, &mut self.atlas, &self.map.graph);
})?;
if let Err(e) = self.pacman.render(canvas, &mut self.atlas, &self.map.graph) {
tracing::error!("Failed to render pacman: {}", e);
}
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok(())
}
@@ -168,18 +194,88 @@ impl Game {
canvas: &mut Canvas<T>,
backbuffer: &Texture,
cursor_pos: glam::Vec2,
) -> Result<()> {
canvas.copy(backbuffer, None, None).map_err(anyhow::Error::msg)?;
) -> GameResult<()> {
canvas
.copy(backbuffer, None, None)
.map_err(|e| GameError::Sdl(e.to_string()))?;
if self.debug_mode {
self.map
.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.atlas, cursor_pos);
if let Err(e) = self
.map
.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.atlas, cursor_pos)
{
tracing::error!("Failed to render debug cursor: {}", e);
}
self.render_pathfinding_debug(canvas)?;
}
self.draw_hud(canvas)?;
canvas.present();
Ok(())
}
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> Result<()> {
/// 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>) -> GameResult<()> {
let pacman_node = self.pacman.current_node_id();
for ghost in self.ghosts.iter() {
if let Ok(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)
.ok_or(GameError::Entity(EntityError::NodeNotFound(node_id)))?;
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(|e| GameError::Sdl(e.to_string()))?;
}
}
}
}
Ok(())
}
fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
let lives = 3;
let score_text = format!("{:02}", self.score);
let x_offset = 4;
@@ -187,18 +283,22 @@ impl Game {
let lives_offset = 3;
let score_offset = 7 - (score_text.len() as i32);
self.text_texture.set_scale(1.0);
let _ = self.text_texture.render(
if let Err(e) = self.text_texture.render(
canvas,
&mut self.atlas,
&format!("{lives}UP HIGH SCORE "),
UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
);
let _ = self.text_texture.render(
) {
tracing::error!("Failed to render HUD text: {}", e);
}
if let Err(e) = self.text_texture.render(
canvas,
&mut self.atlas,
&score_text,
UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
);
) {
tracing::error!("Failed to render score text: {}", e);
}
// Display FPS information in top-left corner
// let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);

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

@@ -5,6 +5,7 @@ pub mod asset;
pub mod audio;
pub mod constants;
pub mod entity;
pub mod error;
pub mod game;
pub mod helpers;
pub mod map;

View File

@@ -11,6 +11,7 @@ mod audio;
mod constants;
mod entity;
mod error;
mod game;
mod helpers;
mod map;

View File

@@ -11,6 +11,8 @@ use sdl2::render::{Canvas, RenderTarget};
use std::collections::{HashMap, VecDeque};
use tracing::debug;
use crate::error::{GameResult, MapError};
/// The starting positions of the entities in the game.
#[allow(dead_code)]
pub struct NodePositions {
@@ -47,8 +49,8 @@ impl Map {
///
/// This function will panic if the board layout contains unknown characters or if
/// the house door is not defined by exactly two '=' characters.
pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> Map {
let parsed_map = MapTileParser::parse_board(raw_board).expect("Failed to parse board layout");
pub fn new(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> GameResult<Map> {
let parsed_map = MapTileParser::parse_board(raw_board)?;
let map = parsed_map.tiles;
let house_door = parsed_map.house_door;
@@ -61,7 +63,8 @@ impl Map {
let cell_offset = Vec2::splat(CELL_SIZE as f32 / 2.0);
// Find a starting point for the graph generation, preferably Pac-Man's position.
let start_pos = pacman_start.expect("Pac-Man's starting position not found");
let start_pos =
pacman_start.ok_or_else(|| MapError::InvalidConfig("Pac-Man's starting position not found".to_string()))?;
// Add the starting position to the graph/queue
let mut queue = VecDeque::new();
@@ -114,7 +117,7 @@ impl Map {
// Connect the new node to the source node
graph
.connect(*source_node_id, new_node_id, false, None, dir)
.expect("Failed to add edge");
.map_err(|e| MapError::InvalidConfig(format!("Failed to add edge: {}", e)))?;
}
}
}
@@ -129,7 +132,7 @@ impl Map {
if let Some(&neighbor_id) = grid_to_node.get(&neighbor) {
graph
.connect(node_id, neighbor_id, false, None, dir)
.expect("Failed to add edge");
.map_err(|e| MapError::InvalidConfig(format!("Failed to add edge: {}", e)))?;
}
}
}
@@ -137,7 +140,7 @@ impl Map {
// Build house structure
let (house_entrance_node_id, left_center_node_id, center_center_node_id, right_center_node_id) =
Self::build_house(&mut graph, &grid_to_node, &house_door);
Self::build_house(&mut graph, &grid_to_node, &house_door)?;
let start_positions = NodePositions {
pacman: grid_to_node[&start_pos],
@@ -148,15 +151,15 @@ impl Map {
};
// Build tunnel connections
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends);
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
Map {
Ok(Map {
current: map,
graph,
grid_to_node,
start_positions,
pacman_start,
}
})
}
/// Finds the starting position for a given entity ID.
@@ -194,8 +197,8 @@ impl Map {
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);
) -> GameResult<()> {
MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos)
}
/// Builds the house structure in the graph.
@@ -203,21 +206,32 @@ impl Map {
graph: &mut Graph,
grid_to_node: &HashMap<IVec2, NodeId>,
house_door: &[Option<IVec2>; 2],
) -> (usize, usize, usize, usize) {
) -> GameResult<(usize, usize, usize, usize)> {
// Calculate the position of the house entrance node
let (house_entrance_node_id, house_entrance_node_position) = {
// Translate the grid positions to the actual node ids
let left_node = grid_to_node
.get(&(house_door[0].expect("First house door position not acquired") + Direction::Left.as_ivec2()))
.expect("Left house door node not found");
.get(
&(house_door[0]
.ok_or_else(|| MapError::InvalidConfig("First house door position not acquired".to_string()))?
+ Direction::Left.as_ivec2()),
)
.ok_or_else(|| MapError::InvalidConfig("Left house door node not found".to_string()))?;
let right_node = grid_to_node
.get(&(house_door[1].expect("Second house door position not acquired") + Direction::Right.as_ivec2()))
.expect("Right house door node not found");
.get(
&(house_door[1]
.ok_or_else(|| MapError::InvalidConfig("Second house door position not acquired".to_string()))?
+ Direction::Right.as_ivec2()),
)
.ok_or_else(|| MapError::InvalidConfig("Right house door node not found".to_string()))?;
// Calculate the position of the house node
let (node_id, node_position) = {
let left_pos = graph.get_node(*left_node).unwrap().position;
let right_pos = graph.get_node(*right_node).unwrap().position;
let left_pos = graph.get_node(*left_node).ok_or(MapError::NodeNotFound(*left_node))?.position;
let right_pos = graph
.get_node(*right_node)
.ok_or(MapError::NodeNotFound(*right_node))?
.position;
let house_node = graph.add_node(Node {
position: left_pos.lerp(right_pos, 0.5),
});
@@ -227,16 +241,16 @@ impl Map {
// Connect the house door to the left and right nodes
graph
.connect(node_id, *left_node, true, None, Direction::Left)
.expect("Failed to connect house door to left node");
.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house door to left node: {}", e)))?;
graph
.connect(node_id, *right_node, true, None, Direction::Right)
.expect("Failed to connect house door to right node");
.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house door to right node: {}", e)))?;
(node_id, node_position)
};
// A helper function to help create the various 'lines' of nodes within the house
let create_house_line = |graph: &mut Graph, center_pos: Vec2| -> (NodeId, NodeId) {
let create_house_line = |graph: &mut Graph, center_pos: Vec2| -> GameResult<(NodeId, NodeId)> {
// Place the nodes at, above, and below the center position
let center_node_id = graph.add_node(Node { position: center_pos });
let top_node_id = graph.add_node(Node {
@@ -249,12 +263,12 @@ impl Map {
// Connect the center node to the top and bottom nodes
graph
.connect(center_node_id, top_node_id, false, None, Direction::Up)
.expect("Failed to connect house line to left node");
.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house line to top node: {}", e)))?;
graph
.connect(center_node_id, bottom_node_id, false, None, Direction::Down)
.expect("Failed to connect house line to right node");
.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house line to bottom node: {}", e)))?;
(center_node_id, top_node_id)
Ok((center_node_id, top_node_id))
};
// Calculate the position of the center line's center node
@@ -262,7 +276,7 @@ impl Map {
house_entrance_node_position + (Direction::Down.as_ivec2() * (3 * CELL_SIZE as i32)).as_vec2();
// Create the center line
let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position);
let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position)?;
// Create a ghost-only, two-way connection for the house door.
// This prevents Pac-Man from entering or exiting through the door.
@@ -275,7 +289,7 @@ impl Map {
Direction::Down,
EdgePermissions::GhostsOnly,
)
.expect("Failed to create ghost-only entrance to house");
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only entrance to house: {}", e)))?;
graph
.add_edge(
@@ -286,52 +300,57 @@ impl Map {
Direction::Up,
EdgePermissions::GhostsOnly,
)
.expect("Failed to create ghost-only exit from house");
.map_err(|e| MapError::InvalidConfig(format!("Failed to create ghost-only exit from house: {}", e)))?;
// Create the left line
let (left_center_node_id, _) = create_house_line(
graph,
center_line_center_position + (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
);
)?;
// Create the right line
let (right_center_node_id, _) = create_house_line(
graph,
center_line_center_position + (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
);
)?;
debug!("Left center node id: {left_center_node_id}");
// Connect the center line to the left and right lines
graph
.connect(center_center_node_id, left_center_node_id, false, None, Direction::Left)
.expect("Failed to connect house entrance to left top line");
.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house entrance to left top line: {}", e)))?;
graph
.connect(center_center_node_id, right_center_node_id, false, None, Direction::Right)
.expect("Failed to connect house entrance to right top line");
.map_err(|e| MapError::InvalidConfig(format!("Failed to connect house entrance to right top line: {}", e)))?;
debug!("House entrance node id: {house_entrance_node_id}");
(
Ok((
house_entrance_node_id,
left_center_node_id,
center_center_node_id,
right_center_node_id,
)
))
}
/// Builds the tunnel connections in the graph.
fn build_tunnels(graph: &mut Graph, grid_to_node: &HashMap<IVec2, NodeId>, tunnel_ends: &[Option<IVec2>; 2]) {
fn build_tunnels(
graph: &mut Graph,
grid_to_node: &HashMap<IVec2, NodeId>,
tunnel_ends: &[Option<IVec2>; 2],
) -> GameResult<()> {
// Create the hidden tunnel nodes
let left_tunnel_hidden_node_id = {
let left_tunnel_entrance_node_id = grid_to_node[&tunnel_ends[0].expect("Left tunnel end not found")];
let left_tunnel_entrance_node_id =
grid_to_node[&tunnel_ends[0].ok_or_else(|| MapError::InvalidConfig("Left tunnel end not found".to_string()))?];
let left_tunnel_entrance_node = graph
.get_node(left_tunnel_entrance_node_id)
.expect("Left tunnel entrance node not found");
.ok_or_else(|| MapError::InvalidConfig("Left tunnel entrance node not found".to_string()))?;
graph
.connect_node(
.add_connected(
left_tunnel_entrance_node_id,
Direction::Left,
Node {
@@ -339,18 +358,24 @@ impl Map {
+ (Direction::Left.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
},
)
.expect("Failed to connect left tunnel entrance to left tunnel hidden node")
.map_err(|e| {
MapError::InvalidConfig(format!(
"Failed to connect left tunnel entrance to left tunnel hidden node: {}",
e
))
})?
};
// Create the right tunnel nodes
let right_tunnel_hidden_node_id = {
let right_tunnel_entrance_node_id = grid_to_node[&tunnel_ends[1].expect("Right tunnel end not found")];
let right_tunnel_entrance_node_id =
grid_to_node[&tunnel_ends[1].ok_or_else(|| MapError::InvalidConfig("Right tunnel end not found".to_string()))?];
let right_tunnel_entrance_node = graph
.get_node(right_tunnel_entrance_node_id)
.expect("Right tunnel entrance node not found");
.ok_or_else(|| MapError::InvalidConfig("Right tunnel entrance node not found".to_string()))?;
graph
.connect_node(
.add_connected(
right_tunnel_entrance_node_id,
Direction::Right,
Node {
@@ -358,7 +383,12 @@ impl Map {
+ (Direction::Right.as_ivec2() * (CELL_SIZE as i32 * 2)).as_vec2(),
},
)
.expect("Failed to connect right tunnel entrance to right tunnel hidden node")
.map_err(|e| {
MapError::InvalidConfig(format!(
"Failed to connect right tunnel entrance to right tunnel hidden node: {}",
e
))
})?
};
// Connect the left tunnel hidden node to the right tunnel hidden node
@@ -370,6 +400,13 @@ impl Map {
Some(0.0),
Direction::Left,
)
.expect("Failed to connect left tunnel hidden node to right tunnel hidden node");
.map_err(|e| {
MapError::InvalidConfig(format!(
"Failed to connect left tunnel hidden node to right tunnel hidden node: {}",
e
))
})?;
Ok(())
}
}

View File

@@ -11,6 +11,8 @@ pub enum ParseError {
UnknownCharacter(char),
#[error("House door must have exactly 2 positions, found {0}")]
InvalidHouseDoorCount(usize),
#[error("Map parsing failed: {0}")]
ParseFailed(String),
}
/// Represents the parsed data from a raw board layout.
@@ -67,6 +69,25 @@ impl MapTileParser {
/// Returns an error if the board contains unknown characters or if the house door
/// is not properly defined by exactly two '=' characters.
pub fn parse_board(raw_board: [&str; BOARD_CELL_SIZE.y as usize]) -> Result<ParsedMap, ParseError> {
// Validate board dimensions
if raw_board.len() != BOARD_CELL_SIZE.y as usize {
return Err(ParseError::ParseFailed(format!(
"Invalid board height: expected {}, got {}",
BOARD_CELL_SIZE.y,
raw_board.len()
)));
}
for (i, line) in raw_board.iter().enumerate() {
if line.len() != BOARD_CELL_SIZE.x as usize {
return Err(ParseError::ParseFailed(format!(
"Invalid board width at line {}: expected {}, got {}",
i,
BOARD_CELL_SIZE.x,
line.len()
)));
}
}
let mut tiles = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize];
let mut house_door = [None; 2];
let mut tunnel_ends = [None; 2];

View File

@@ -7,6 +7,8 @@ use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, RenderTarget};
use crate::error::{EntityError, GameError, GameResult};
/// Handles rendering operations for the map.
pub struct MapRenderer;
@@ -22,7 +24,9 @@ impl MapRenderer {
crate::constants::BOARD_PIXEL_SIZE.x,
crate::constants::BOARD_PIXEL_SIZE.y,
);
let _ = map_texture.render(canvas, atlas, dest);
if let Err(e) = map_texture.render(canvas, atlas, dest) {
tracing::error!("Failed to render map: {}", e);
}
}
/// Renders a debug visualization with cursor-based highlighting.
@@ -35,65 +39,81 @@ impl MapRenderer {
text_renderer: &mut TextTexture,
atlas: &mut SpriteAtlas,
cursor_pos: Vec2,
) {
) -> GameResult<()> {
// 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 node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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();
let end_pos = graph
.get_node(edge.target)
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
.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();
.map_err(|e| GameError::Sdl(e.to_string()))?;
}
}
// 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 node = graph.get_node(i).ok_or(GameError::Entity(EntityError::NodeNotFound(i)))?;
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas
.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
.unwrap();
.map_err(|e| GameError::Sdl(e.to_string()))?;
}
// 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();
let nearest_pos = graph
.get_node(nearest_id)
.ok_or(GameError::Entity(EntityError::NodeNotFound(nearest_id)))?
.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();
let end_pos = graph
.get_node(edge.target)
.ok_or(GameError::Entity(EntityError::NodeNotFound(edge.target)))?
.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();
.map_err(|e| GameError::Sdl(e.to_string()))?;
}
// 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();
.map_err(|e| GameError::Sdl(e.to_string()))?;
// 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
);
let _ = text_renderer.render(canvas, atlas, &id_text, text_pos);
if let Err(e) = text_renderer.render(canvas, atlas, &id_text, text_pos) {
tracing::error!("Failed to render node ID text: {}", e);
}
}
Ok(())
}
/// Finds the nearest node to the given cursor position.
@@ -102,13 +122,14 @@ impl MapRenderer {
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 let Some(node) = graph.get_node(i) {
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);
if distance < nearest_distance {
nearest_distance = distance;
nearest_id = Some(i);
}
}
}

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@@ -16,16 +16,16 @@ fn test_blinking_texture() {
let tile = mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
assert_eq!(texture.is_on(), true);
assert!(texture.is_on());
texture.tick(0.5);
assert_eq!(texture.is_on(), false);
assert!(!texture.is_on());
texture.tick(0.5);
assert_eq!(texture.is_on(), true);
assert!(texture.is_on());
texture.tick(0.5);
assert_eq!(texture.is_on(), false);
assert!(!texture.is_on());
}
#[test]
@@ -34,7 +34,7 @@ fn test_blinking_texture_partial_duration() {
let mut texture = BlinkingTexture::new(tile, 0.5);
texture.tick(0.625);
assert_eq!(texture.is_on(), false);
assert!(!texture.is_on());
assert_eq!(texture.time_bank(), 0.125);
}
@@ -44,6 +44,6 @@ fn test_blinking_texture_negative_time() {
let mut texture = BlinkingTexture::new(tile, 0.5);
texture.tick(-0.1);
assert_eq!(texture.is_on(), true);
assert!(texture.is_on());
assert_eq!(texture.time_bank(), -0.1);
}

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@@ -3,7 +3,7 @@ use pacman::map::Map;
#[test]
fn test_game_map_creation() {
let map = Map::new(RAW_BOARD);
let map = Map::new(RAW_BOARD).unwrap();
assert!(map.graph.node_count() > 0);
assert!(!map.grid_to_node.is_empty());
@@ -16,6 +16,6 @@ fn test_game_map_creation() {
#[test]
fn test_game_score_initialization() {
// This would require creating a full Game instance, but we can test the concept
let map = Map::new(RAW_BOARD);
let map = Map::new(RAW_BOARD).unwrap();
assert!(map.find_starting_position(0).is_some());
}

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@@ -41,7 +41,7 @@ fn test_ghost_creation() {
let graph = Graph::new();
let atlas = create_test_atlas();
let ghost = Ghost::new(&graph, 0, GhostType::Blinky, &atlas);
let ghost = Ghost::new(&graph, 0, GhostType::Blinky, &atlas).unwrap();
assert_eq!(ghost.ghost_type, GhostType::Blinky);
assert_eq!(ghost.traverser.position.from_node_id(), 0);

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@@ -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();
@@ -100,7 +101,7 @@ fn test_traverser_advance() {
let graph = create_test_graph();
let mut traverser = Traverser::new(&graph, 0, Direction::Right, &|_| true);
traverser.advance(&graph, 5.0, &|_| true);
traverser.advance(&graph, 5.0, &|_| true).unwrap();
match traverser.position {
Position::BetweenNodes { from, to, traversed } => {
@@ -111,7 +112,7 @@ fn test_traverser_advance() {
_ => panic!("Expected to be between nodes"),
}
traverser.advance(&graph, 3.0, &|_| true);
traverser.advance(&graph, 3.0, &|_| true).unwrap();
match traverser.position {
Position::BetweenNodes { from, to, traversed } => {
@@ -142,7 +143,9 @@ fn test_traverser_with_permissions() {
matches!(edge.permissions, EdgePermissions::All)
});
traverser.advance(&graph, 5.0, &|edge| matches!(edge.permissions, EdgePermissions::All));
traverser
.advance(&graph, 5.0, &|edge| matches!(edge.permissions, EdgePermissions::All))
.unwrap();
// Should still be at the node since it can't traverse
assert!(traverser.position.is_at_node());

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@@ -41,7 +41,7 @@ fn create_minimal_test_board() -> [&'static str; BOARD_CELL_SIZE.y as usize] {
#[test]
fn test_map_creation() {
let board = create_minimal_test_board();
let map = Map::new(board);
let map = Map::new(board).unwrap();
assert!(map.graph.node_count() > 0);
assert!(!map.grid_to_node.is_empty());
@@ -60,7 +60,7 @@ fn test_map_creation() {
#[test]
fn test_map_starting_positions() {
let board = create_minimal_test_board();
let map = Map::new(board);
let map = Map::new(board).unwrap();
let pacman_pos = map.find_starting_position(0);
assert!(pacman_pos.is_some());
@@ -74,7 +74,7 @@ fn test_map_starting_positions() {
#[test]
fn test_map_node_positions() {
let board = create_minimal_test_board();
let map = Map::new(board);
let map = Map::new(board).unwrap();
for (grid_pos, &node_id) in &map.grid_to_node {
let node = map.graph.get_node(node_id).unwrap();

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@@ -67,7 +67,7 @@ fn create_test_atlas() -> SpriteAtlas {
fn test_pacman_creation() {
let graph = create_test_graph();
let atlas = create_test_atlas();
let pacman = Pacman::new(&graph, 0, &atlas);
let pacman = Pacman::new(&graph, 0, &atlas).unwrap();
assert!(pacman.traverser.position.is_at_node());
assert_eq!(pacman.traverser.direction, Direction::Left);
@@ -77,7 +77,7 @@ fn test_pacman_creation() {
fn test_pacman_key_handling() {
let graph = create_test_graph();
let atlas = create_test_atlas();
let mut pacman = Pacman::new(&graph, 0, &atlas);
let mut pacman = Pacman::new(&graph, 0, &atlas).unwrap();
let test_cases = [
(Keycode::Up, Direction::Up),
@@ -96,7 +96,7 @@ fn test_pacman_key_handling() {
fn test_pacman_invalid_key() {
let graph = create_test_graph();
let atlas = create_test_atlas();
let mut pacman = Pacman::new(&graph, 0, &atlas);
let mut pacman = Pacman::new(&graph, 0, &atlas).unwrap();
let original_direction = pacman.traverser.direction;
let original_next_direction = pacman.traverser.next_direction;

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@@ -37,10 +37,10 @@ fn test_parse_board() {
#[test]
fn test_parse_board_invalid_character() {
let mut invalid_board = RAW_BOARD.clone();
invalid_board[0] = "###########################Z";
let mut invalid_board = RAW_BOARD.map(|s| s.to_string());
invalid_board[0] = "###########################Z".to_string();
let result = MapTileParser::parse_board(invalid_board);
let result = MapTileParser::parse_board(invalid_board.each_ref().map(|s| s.as_str()));
assert!(result.is_err());
assert!(matches!(result.unwrap_err(), ParseError::UnknownCharacter('Z')));
}

120
tests/pathfinding.rs Normal file
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@@ -0,0 +1,120 @@
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).unwrap();
// Test pathfinding from node 0 to node 2
let path = ghost.calculate_path_to_target(&graph, node2);
assert!(path.is_ok());
let path = path.unwrap();
assert!(
path == vec![node0, node1, node2] || path == vec![node2, node1, node0],
"Path was not what was expected"
);
}
#[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).unwrap();
// Test pathfinding when no path exists
let path = ghost.calculate_path_to_target(&graph, node1);
assert!(path.is_err());
}
#[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).unwrap();
let pinky = Ghost::new(&graph, node, GhostType::Pinky, &atlas).unwrap();
let inky = Ghost::new(&graph, node, GhostType::Inky, &atlas).unwrap();
let clyde = Ghost::new(&graph, node, GhostType::Clyde, &atlas).unwrap();
// 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");
}