mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 09:15:46 -06:00
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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| f3e7a780e2 | |||
| ee6cb0a670 |
@@ -56,6 +56,6 @@ on_change_strategy = "kill_then_restart"
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[keybindings]
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c = "job:clippy"
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shift-c = "job:check"
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ctrl-shift-c = "job:check-all"
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ctrl-c = "job:clippy-all"
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alt-c = "job:check"
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ctrl-alt-c = "job:check-all"
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shift-c = "job:clippy-all"
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@@ -4,20 +4,17 @@
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//! animation, and rendering. Ghosts move through the game graph using
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//! a traverser and display directional animated textures.
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use glam::Vec2;
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use pathfinding::prelude::dijkstra;
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use rand::prelude::*;
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use smallvec::SmallVec;
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use crate::constants::BOARD_PIXEL_OFFSET;
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use crate::entity::direction::Direction;
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use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId};
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use crate::entity::traversal::{Position, Traverser};
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use crate::helpers::centered_with_size;
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use crate::entity::r#trait::Entity;
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use crate::entity::traversal::Traverser;
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::directional::DirectionalAnimatedTexture;
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use crate::texture::sprite::SpriteAtlas;
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use sdl2::render::{Canvas, RenderTarget};
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/// Determines if a ghost can traverse a given edge.
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///
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@@ -73,6 +70,42 @@ pub struct Ghost {
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speed: f32,
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}
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impl Entity for Ghost {
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fn traverser(&self) -> &Traverser {
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&self.traverser
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}
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fn traverser_mut(&mut self) -> &mut Traverser {
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&mut self.traverser
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}
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fn texture(&self) -> &DirectionalAnimatedTexture {
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&self.texture
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}
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fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
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&mut self.texture
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}
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fn speed(&self) -> f32 {
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self.speed
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}
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fn can_traverse(&self, edge: Edge) -> bool {
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can_ghost_traverse(edge)
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}
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fn tick(&mut self, dt: f32, graph: &Graph) {
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// Choose random direction when at a node
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if self.traverser.position.is_at_node() {
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self.choose_random_direction(graph);
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}
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self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse);
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self.texture.tick(dt);
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}
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}
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impl Ghost {
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/// Creates a new ghost instance at the specified starting node.
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///
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@@ -113,20 +146,6 @@ impl Ghost {
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}
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}
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/// Updates the ghost's position and animation state.
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///
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/// Advances movement through the graph, updates texture animation,
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/// and chooses random directions at intersections.
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pub fn tick(&mut self, dt: f32, graph: &Graph) {
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// Choose random direction when at a node
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if self.traverser.position.is_at_node() {
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self.choose_random_direction(graph);
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}
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self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse);
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self.texture.tick(dt);
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}
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/// Chooses a random available direction at the current intersection.
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fn choose_random_direction(&mut self, graph: &Graph) {
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let current_node = self.traverser.position.from_node_id();
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@@ -158,24 +177,6 @@ impl Ghost {
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}
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}
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/// Calculates the current pixel position in the game world.
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///
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/// Converts the graph position to screen coordinates, accounting for
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/// the board offset and centering the sprite.
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fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
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let pos = match self.traverser.position {
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Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
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Position::BetweenNodes { from, to, traversed } => {
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let from_pos = graph.get_node(from).unwrap().position;
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let to_pos = graph.get_node(to).unwrap().position;
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let edge = graph.find_edge(from, to).unwrap();
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from_pos + (to_pos - from_pos) * (traversed / edge.distance)
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}
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};
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Vec2::new(pos.x + BOARD_PIXEL_OFFSET.x as f32, pos.y + BOARD_PIXEL_OFFSET.y as f32)
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}
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/// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
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///
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/// Returns a vector of NodeIds representing the path, or None if no path exists.
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@@ -209,26 +210,4 @@ impl Ghost {
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GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
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}
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}
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/// Renders the ghost at its current position.
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///
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/// Draws the appropriate directional sprite based on the ghost's
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/// current movement state and direction.
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
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let pixel_pos = self.get_pixel_pos(graph);
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let dest = centered_with_size(
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glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
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glam::UVec2::new(16, 16),
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);
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if self.traverser.position.is_stopped() {
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self.texture
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.render_stopped(canvas, atlas, dest, self.traverser.direction)
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.expect("Failed to render ghost");
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} else {
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self.texture
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.render(canvas, atlas, dest, self.traverser.direction)
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.expect("Failed to render ghost");
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}
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}
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}
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@@ -2,4 +2,5 @@ pub mod direction;
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pub mod ghost;
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pub mod graph;
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pub mod pacman;
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pub mod r#trait;
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pub mod traversal;
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@@ -4,18 +4,14 @@
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//! animation, and rendering. Pac-Man moves through the game graph using
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//! a traverser and displays directional animated textures.
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use glam::{UVec2, Vec2};
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use crate::constants::BOARD_PIXEL_OFFSET;
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use crate::entity::direction::Direction;
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use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId};
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use crate::entity::traversal::{Position, Traverser};
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use crate::helpers::centered_with_size;
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use crate::entity::r#trait::Entity;
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use crate::entity::traversal::Traverser;
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::directional::DirectionalAnimatedTexture;
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use crate::texture::sprite::SpriteAtlas;
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use sdl2::keyboard::Keycode;
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use sdl2::render::{Canvas, RenderTarget};
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/// Determines if Pac-Man can traverse a given edge.
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///
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@@ -35,6 +31,37 @@ pub struct Pacman {
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texture: DirectionalAnimatedTexture,
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}
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impl Entity for Pacman {
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fn traverser(&self) -> &Traverser {
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&self.traverser
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}
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fn traverser_mut(&mut self) -> &mut Traverser {
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&mut self.traverser
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}
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fn texture(&self) -> &DirectionalAnimatedTexture {
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&self.texture
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}
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fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
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&mut self.texture
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}
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fn speed(&self) -> f32 {
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1.125
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}
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fn can_traverse(&self, edge: Edge) -> bool {
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can_pacman_traverse(edge)
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}
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fn tick(&mut self, dt: f32, graph: &Graph) {
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self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse);
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self.texture.tick(dt);
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}
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}
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impl Pacman {
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/// Creates a new Pac-Man instance at the specified starting node.
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///
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@@ -70,15 +97,6 @@ impl Pacman {
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}
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}
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/// Updates Pac-Man's position and animation state.
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///
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/// Advances movement through the graph and updates texture animation.
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/// Movement speed is scaled by 60 FPS and a 1.125 multiplier.
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pub fn tick(&mut self, dt: f32, graph: &Graph) {
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self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse);
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self.texture.tick(dt);
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}
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/// Handles keyboard input to change Pac-Man's direction.
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///
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/// Maps arrow keys to directions and queues the direction change
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@@ -96,47 +114,4 @@ impl Pacman {
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self.traverser.set_next_direction(direction);
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}
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}
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/// Calculates the current pixel position in the game world.
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///
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/// Interpolates between nodes when moving between them.
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fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
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match self.traverser.position {
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Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
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Position::BetweenNodes { from, to, traversed } => {
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let from_pos = graph.get_node(from).unwrap().position;
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let to_pos = graph.get_node(to).unwrap().position;
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from_pos.lerp(to_pos, traversed / from_pos.distance(to_pos))
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}
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}
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}
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/// Returns the current node ID that Pac-Man is at or moving towards.
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///
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/// If Pac-Man is at a node, returns that node ID.
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/// If Pac-Man is between nodes, returns the node it's moving towards.
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pub fn current_node_id(&self) -> NodeId {
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match self.traverser.position {
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Position::AtNode(node_id) => node_id,
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Position::BetweenNodes { to, .. } => to,
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}
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}
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/// Renders Pac-Man to the canvas.
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///
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/// Calculates screen position, determines if Pac-Man is stopped,
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/// and renders the appropriate directional texture.
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pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
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let pixel_pos = self.get_pixel_pos(graph).round().as_ivec2() + BOARD_PIXEL_OFFSET.as_ivec2();
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let dest = centered_with_size(pixel_pos, UVec2::new(16, 16));
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let is_stopped = self.traverser.position.is_stopped();
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if is_stopped {
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self.texture
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.render_stopped(canvas, atlas, dest, self.traverser.direction)
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.unwrap();
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} else {
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self.texture.render(canvas, atlas, dest, self.traverser.direction).unwrap();
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}
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}
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}
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108
src/entity/trait.rs
Normal file
108
src/entity/trait.rs
Normal file
@@ -0,0 +1,108 @@
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//! Entity trait for common movement and rendering functionality.
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//!
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//! This module defines a trait that captures the shared behavior between
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//! different game entities like Ghosts and Pac-Man, including movement,
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//! rendering, and position calculations.
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use glam::Vec2;
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use sdl2::render::{Canvas, RenderTarget};
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use crate::entity::direction::Direction;
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use crate::entity::graph::{Edge, Graph, NodeId};
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use crate::entity::traversal::{Position, Traverser};
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use crate::texture::directional::DirectionalAnimatedTexture;
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use crate::texture::sprite::SpriteAtlas;
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/// Trait defining common functionality for game entities that move through the graph.
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///
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/// This trait provides a unified interface for entities that:
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/// - Move through the game graph using a traverser
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/// - Render using directional animated textures
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/// - Have position calculations and movement speed
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#[allow(dead_code)]
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pub trait Entity {
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/// Returns a reference to the entity's traverser for movement control.
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fn traverser(&self) -> &Traverser;
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/// Returns a mutable reference to the entity's traverser for movement control.
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fn traverser_mut(&mut self) -> &mut Traverser;
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/// Returns a reference to the entity's directional animated texture.
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fn texture(&self) -> &DirectionalAnimatedTexture;
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/// Returns a mutable reference to the entity's directional animated texture.
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fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture;
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/// Returns the movement speed multiplier for this entity.
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fn speed(&self) -> f32;
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/// Determines if this entity can traverse a given edge.
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fn can_traverse(&self, edge: Edge) -> bool;
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/// Updates the entity's position and animation state.
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///
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/// This method advances movement through the graph and updates texture animation.
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fn tick(&mut self, dt: f32, graph: &Graph);
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/// Calculates the current pixel position in the game world.
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///
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/// Converts the graph position to screen coordinates, accounting for
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/// the board offset and centering the sprite.
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fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
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let pos = match self.traverser().position {
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Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
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Position::BetweenNodes { from, to, traversed } => {
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let from_pos = graph.get_node(from).unwrap().position;
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let to_pos = graph.get_node(to).unwrap().position;
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let edge = graph.find_edge(from, to).unwrap();
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from_pos + (to_pos - from_pos) * (traversed / edge.distance)
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}
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};
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Vec2::new(
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pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
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pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
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)
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}
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/// Returns the current node ID that the entity is at or moving towards.
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///
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/// If the entity is at a node, returns that node ID.
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/// If the entity is between nodes, returns the node it's moving towards.
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fn current_node_id(&self) -> NodeId {
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match self.traverser().position {
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Position::AtNode(node_id) => node_id,
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Position::BetweenNodes { to, .. } => to,
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}
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}
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/// Sets the next direction for the entity to take.
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///
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/// The direction is buffered and will be applied at the next opportunity,
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/// typically when the entity reaches a new node.
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fn set_next_direction(&mut self, direction: Direction) {
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self.traverser_mut().set_next_direction(direction);
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}
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/// Renders the entity at its current position.
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///
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/// Draws the appropriate directional sprite based on the entity's
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/// current movement state and direction.
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fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
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let pixel_pos = self.get_pixel_pos(graph);
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let dest = crate::helpers::centered_with_size(
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glam::IVec2::new(pixel_pos.x as i32, pixel_pos.y as i32),
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glam::UVec2::new(16, 16),
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);
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if self.traverser().position.is_stopped() {
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self.texture()
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.render_stopped(canvas, atlas, dest, self.traverser().direction)
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.expect("Failed to render entity");
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} else {
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self.texture()
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.render(canvas, atlas, dest, self.traverser().direction)
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.expect("Failed to render entity");
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}
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}
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}
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@@ -18,6 +18,7 @@ use crate::{
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entity::{
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ghost::{Ghost, GhostType},
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pacman::Pacman,
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r#trait::Entity,
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},
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map::Map,
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texture::{
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Reference in New Issue
Block a user