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| Author | SHA1 | Date | |
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| 33672d8d5a |
128
src/entity/collision.rs
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128
src/entity/collision.rs
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@@ -0,0 +1,128 @@
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use smallvec::SmallVec;
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use std::collections::HashMap;
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use crate::entity::traversal::Position;
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/// Trait for entities that can participate in collision detection.
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pub trait Collidable {
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/// Returns the current position of this entity.
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fn position(&self) -> Position;
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/// Checks if this entity is colliding with another entity.
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#[allow(dead_code)]
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fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
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positions_overlap(&self.position(), &other.position())
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}
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}
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/// System for tracking entities by their positions for efficient collision detection.
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#[derive(Default)]
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pub struct CollisionSystem {
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/// Maps node IDs to lists of entity IDs that are at that node
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node_entities: HashMap<usize, Vec<EntityId>>,
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/// Maps entity IDs to their current positions
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entity_positions: HashMap<EntityId, Position>,
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/// Next available entity ID
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next_id: EntityId,
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}
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/// Unique identifier for an entity in the collision system
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pub type EntityId = u32;
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impl CollisionSystem {
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/// Registers an entity with the collision system and returns its ID
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pub fn register_entity(&mut self, position: Position) -> EntityId {
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let id = self.next_id;
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self.next_id += 1;
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self.entity_positions.insert(id, position);
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self.update_node_entities(id, position);
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id
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}
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/// Updates an entity's position
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pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
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if let Some(old_position) = self.entity_positions.get(&entity_id) {
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// Remove from old nodes
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self.remove_from_nodes(entity_id, *old_position);
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}
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// Update position and add to new nodes
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self.entity_positions.insert(entity_id, new_position);
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self.update_node_entities(entity_id, new_position);
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}
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/// Removes an entity from the collision system
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#[allow(dead_code)]
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pub fn remove_entity(&mut self, entity_id: EntityId) {
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if let Some(position) = self.entity_positions.remove(&entity_id) {
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self.remove_from_nodes(entity_id, position);
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}
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}
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/// Gets all entity IDs at a specific node
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pub fn entities_at_node(&self, node: usize) -> &[EntityId] {
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self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
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}
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/// Gets all entity IDs that could collide with an entity at the given position
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pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
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let mut collisions = Vec::new();
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let nodes = get_nodes(position);
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for node in nodes {
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collisions.extend(self.entities_at_node(node));
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}
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// Remove duplicates
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collisions.sort_unstable();
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collisions.dedup();
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collisions
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}
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/// Updates the node_entities map when an entity's position changes
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fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
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let nodes = get_nodes(&position);
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for node in nodes {
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self.node_entities.entry(node).or_default().push(entity_id);
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}
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}
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/// Removes an entity from all nodes it was previously at
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fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
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let nodes = get_nodes(&position);
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for node in nodes {
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if let Some(entities) = self.node_entities.get_mut(&node) {
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entities.retain(|&id| id != entity_id);
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if entities.is_empty() {
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self.node_entities.remove(&node);
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}
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}
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}
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}
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}
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/// Checks if two positions overlap (entities are at the same location).
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fn positions_overlap(a: &Position, b: &Position) -> bool {
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let a_nodes = get_nodes(a);
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let b_nodes = get_nodes(b);
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// Check if any nodes overlap
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a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
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// TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
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}
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/// Gets all nodes that an entity is currently at or between.
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fn get_nodes(pos: &Position) -> SmallVec<[usize; 2]> {
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let mut nodes = SmallVec::new();
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match pos {
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Position::AtNode(node) => nodes.push(*node),
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Position::BetweenNodes { from, to, .. } => {
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nodes.push(*from);
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nodes.push(*to);
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}
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}
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nodes
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}
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@@ -9,10 +9,13 @@ use rand::prelude::*;
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use smallvec::SmallVec;
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use tracing::error;
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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::r#trait::Entity;
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use crate::entity::traversal::Traverser;
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use crate::entity::{
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collision::Collidable,
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direction::Direction,
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graph::{Edge, EdgePermissions, Graph, NodeId},
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r#trait::Entity,
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traversal::Traverser,
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};
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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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@@ -245,3 +248,9 @@ impl Ghost {
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}
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}
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}
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impl Collidable for Ghost {
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fn position(&self) -> crate::entity::traversal::Position {
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self.traverser.position
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}
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}
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@@ -1,6 +1,6 @@
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use crate::{
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constants,
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entity::graph::Graph,
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entity::{collision::Collidable, graph::Graph},
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error::EntityError,
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texture::sprite::{Sprite, SpriteAtlas},
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};
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@@ -93,3 +93,9 @@ impl Item {
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}
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}
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}
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impl Collidable for Item {
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fn position(&self) -> crate::entity::traversal::Position {
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crate::entity::traversal::Position::AtNode(self.node_index)
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}
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}
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@@ -1,3 +1,4 @@
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pub mod collision;
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pub mod direction;
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pub mod ghost;
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pub mod graph;
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@@ -4,10 +4,13 @@
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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 crate::entity::direction::Direction;
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use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId};
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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::entity::{
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collision::Collidable,
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direction::Direction,
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graph::{Edge, EdgePermissions, Graph, NodeId},
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r#trait::Entity,
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traversal::Traverser,
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};
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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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@@ -125,3 +128,9 @@ impl Pacman {
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}
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}
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}
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impl Collidable for Pacman {
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fn position(&self) -> crate::entity::traversal::Position {
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self.traverser.position
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}
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}
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109
src/game.rs
109
src/game.rs
@@ -17,6 +17,7 @@ use crate::{
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audio::Audio,
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constants::{CELL_SIZE, RAW_BOARD},
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entity::{
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collision::{Collidable, CollisionSystem, EntityId},
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ghost::{Ghost, GhostType},
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item::Item,
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pacman::Pacman,
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@@ -41,6 +42,12 @@ pub struct Game {
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pub items: Vec<Item>,
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pub debug_mode: bool,
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// Collision system
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collision_system: CollisionSystem,
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pacman_id: EntityId,
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ghost_ids: Vec<EntityId>,
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item_ids: Vec<EntityId>,
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// Rendering resources
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atlas: SpriteAtlas,
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map_texture: AtlasTile,
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@@ -109,6 +116,26 @@ impl Game {
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ghosts.push(ghost);
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}
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// Initialize collision system
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let mut collision_system = CollisionSystem::default();
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// Register Pac-Man
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let pacman_id = collision_system.register_entity(pacman.position());
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// Register items
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let mut item_ids = Vec::new();
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for item in &items {
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let item_id = collision_system.register_entity(item.position());
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item_ids.push(item_id);
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}
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// Register ghosts
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let mut ghost_ids = Vec::new();
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for ghost in &ghosts {
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let ghost_id = collision_system.register_entity(ghost.position());
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ghost_ids.push(ghost_id);
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}
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Ok(Game {
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score: 0,
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map,
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@@ -116,6 +143,10 @@ impl Game {
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ghosts,
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items,
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debug_mode: false,
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collision_system,
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pacman_id,
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ghost_ids,
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item_ids,
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map_texture,
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text_texture,
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audio,
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@@ -164,6 +195,26 @@ impl Game {
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*ghost = Ghost::new(&self.map.graph, random_node, ghost_types[i], &self.atlas)?;
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}
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// Reset collision system
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self.collision_system = CollisionSystem::default();
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// Re-register Pac-Man
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self.pacman_id = self.collision_system.register_entity(self.pacman.position());
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// Re-register items
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self.item_ids.clear();
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for item in &self.items {
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let item_id = self.collision_system.register_entity(item.position());
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self.item_ids.push(item_id);
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}
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// Re-register ghosts
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self.ghost_ids.clear();
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for ghost in &self.ghosts {
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let ghost_id = self.collision_system.register_entity(ghost.position());
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self.ghost_ids.push(ghost_id);
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}
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Ok(())
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}
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@@ -175,27 +226,61 @@ impl Game {
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ghost.tick(dt, &self.map.graph);
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}
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// Check for item collisions
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self.check_item_collisions();
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// Update collision system positions
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self.update_collision_positions();
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// Check for collisions
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self.check_collisions();
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}
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fn check_item_collisions(&mut self) {
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let pacman_node = self.pacman.current_node_id();
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fn update_collision_positions(&mut self) {
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// Update Pac-Man's position
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self.collision_system.update_position(self.pacman_id, self.pacman.position());
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for item in &mut self.items {
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if !item.is_collected() && item.node_index == pacman_node {
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item.collect();
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self.score += item.get_score();
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// Update ghost positions
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for (ghost, &ghost_id) in self.ghosts.iter().zip(&self.ghost_ids) {
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self.collision_system.update_position(ghost_id, ghost.position());
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}
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}
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// Handle energizer effects
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if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
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// TODO: Make ghosts frightened
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tracing::info!("Energizer collected! Ghosts should become frightened.");
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fn check_collisions(&mut self) {
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// Check Pac-Man vs Items
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let potential_collisions = self.collision_system.potential_collisions(&self.pacman.position());
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for entity_id in potential_collisions {
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if entity_id != self.pacman_id {
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// Check if this is an item collision
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if let Some(item_index) = self.find_item_by_id(entity_id) {
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let item = &mut self.items[item_index];
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if !item.is_collected() {
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item.collect();
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self.score += item.get_score();
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// Handle energizer effects
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if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
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// TODO: Make ghosts frightened
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tracing::info!("Energizer collected! Ghosts should become frightened.");
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}
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}
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}
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// Check if this is a ghost collision
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if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
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// TODO: Handle Pac-Man being eaten by ghost
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tracing::info!("Pac-Man collided with ghost!");
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}
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}
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}
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}
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fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
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self.item_ids.iter().position(|&id| id == entity_id)
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}
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fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
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self.ghost_ids.iter().position(|&id| id == entity_id)
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}
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pub fn draw<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
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canvas
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.with_texture_canvas(backbuffer, |canvas| {
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