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11 Commits

Author SHA1 Message Date
09e3d85821 feat!: dynamic map rendering from tiles 2025-08-13 00:25:34 -05:00
c1e421bbbb test: new graph tests 2025-08-12 19:58:37 -05:00
3a9381a56c chore: use NodeId explicitly in collision.rs types 2025-08-12 19:58:11 -05:00
90bdfbd2ae chore: remove emscripten.rs platform from coverage, add html generation task, hide absolute path with remap-path-prefix, organize gitignore 2025-08-12 19:57:52 -05:00
a230d15ffc test: setup common submodule, add text.rs tests, pattern exclude error.rs 2025-08-12 19:24:06 -05:00
60bbd1f5d6 ci: add retry mechanism for coverage reporting via Coveralls CLI 2025-08-12 18:31:07 -05:00
43ce8a4e01 ci: use justfile for coverage, separate report/generate coverage tasks 2025-08-12 18:00:57 -05:00
1529a64588 test: add asset path validity tests 2025-08-12 17:24:12 -05:00
be5eec64c9 Add justfile for handling multiple coverage steps, prevent early termination of coverage job 2025-08-12 17:24:12 -05:00
780a33f657 test: add coverage job to bacon.toml, coverage profile for nextest 2025-08-12 16:48:01 -05:00
c1c5dae6f2 refactor: restructure game logic and state management into separate modules
- Moved game logic from `game.rs` to `game/mod.rs` and `game/state.rs` for better organization.
- Updated `App` to utilize the new `Game` struct and its state management.
- Refactored error handling
- Removed unused audio subsystem references
2025-08-12 14:40:48 -05:00
119 changed files with 2028 additions and 1647 deletions

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@@ -1,2 +1,5 @@
[profile.default]
fail-fast = false
[profile.coverage]
status-level = "none"

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@@ -42,15 +42,39 @@ jobs:
- uses: taiki-e/install-action@cargo-llvm-cov
- uses: taiki-e/install-action@nextest
- uses: taiki-e/install-action@just
# Note: We manually link zlib. This should be synchronized with the flags set for Linux in .cargo/config.toml.
- name: Generate coverage report
run: |
cargo llvm-cov --no-fail-fast --lcov --output-path lcov.info nextest
just coverage
- name: Download Coveralls CLI
run: |
# use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s
curl -L https://github.com/coverallsapp/coverage-reporter/releases/download/v0.6.15/coveralls-linux-x86_64.tar.gz | tar -xz -C /usr/local/bin
- name: Upload coverage to Coveralls
uses: coverallsapp/github-action@v2
with:
files: ./lcov.info
format: lcov
allow-empty: false
env:
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
run: |
if [ ! -f "lcov.info" ]; then
echo "Error: lcov.info file not found. Coverage generation may have failed."
exit 1
fi
for i in {1..10}; do
echo "Attempt $i: Uploading coverage to Coveralls..."
if coveralls -n report lcov.info; then
echo "Successfully uploaded coverage report."
exit 0
fi
if [ $i -lt 10 ]; then
delay=$((2**i))
echo "Attempt $i failed. Retrying in $delay seconds..."
sleep $delay
fi
done
echo "Failed to upload coverage report after 10 attempts."
exit 1

15
.gitignore vendored
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@@ -1,8 +1,17 @@
# IDE, Other files
.vscode
.idea
rust-sdl2-emscripten/
# Build files
target/
dist/
emsdk/
.idea
rust-sdl2-emscripten/
assets/site/build.css
# Site build f iles
tailwindcss-*
assets/site/build.css
# Coverage reports
lcov.info
coverage.html

33
Justfile Normal file
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@@ -0,0 +1,33 @@
set shell := ["bash", "-c"]
set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
# Regex to exclude files from coverage report, double escapes for Justfile + CLI
# You can use src\\\\..., but the filename alone is acceptable too
coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\emscripten.rs"
# !!! --ignore-filename-regex should be used on both reports & coverage testing
# !!! --remap-path-prefix prevents the absolute path from being used in the generated report
# Generate HTML report (for humans, source line inspection)
html: coverage
cargo llvm-cov report \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--html \
--open
# Display report (for humans)
report-coverage: coverage
cargo llvm-cov report \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}"
# Run & generate report (for CI)
coverage:
cargo llvm-cov \
--lcov \
--remap-path-prefix \
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
--output-path lcov.info \
--profile coverage \
--no-fail-fast nextest

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@@ -34,6 +34,30 @@ command = [
need_stdout = true
analyzer = "nextest"
[jobs.coverage]
command = [
"just", "report-coverage"
]
need_stdout = true
ignored_lines = [
"info:",
"\\s+Compiling",
"test result: ok",
"^\\s*$",
"running \\d+ test",
"Nextest run ID",
"[─]+",
"test.+ok",
"PASS|START",
"Starting \\d+ test",
"\\s*#",
"\\s*Finished.+in \\d+",
"\\s*Summary\\s+\\[",
"\\s*Blocking",
"Finished report saved to"
]
on_change_strategy = "wait_then_restart"
[jobs.doc]
command = ["cargo", "doc", "--no-deps"]
need_stdout = false
@@ -59,3 +83,4 @@ c = "job:clippy"
alt-c = "job:check"
ctrl-alt-c = "job:check-all"
shift-c = "job:clippy-all"
f = "job:coverage"

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@@ -30,9 +30,9 @@ impl App {
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let video_subsystem: &'static VideoSubsystem =
Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?));
let audio_subsystem: &'static AudioSubsystem =
let _audio_subsystem: &'static AudioSubsystem =
Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?));
let ttf_context: &'static Sdl2TtfContext =
let _ttf_context: &'static Sdl2TtfContext =
Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
let event_pump: &'static mut EventPump =
Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
@@ -58,7 +58,7 @@ impl App {
let texture_creator: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
let mut game = Game::new(texture_creator, ttf_context, audio_subsystem)?;
let mut game = Game::new(texture_creator)?;
// game.audio.set_mute(cfg!(debug_assertions));
let mut backbuffer = texture_creator
@@ -119,7 +119,7 @@ impl App {
keycode: Some(Keycode::Space),
..
} => {
self.game.debug_mode = !self.game.debug_mode;
self.game.toggle_debug_mode();
}
Event::KeyDown { keycode: Some(key), .. } => {
self.game.keyboard_event(key);

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@@ -3,20 +3,9 @@
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
use std::borrow::Cow;
use std::io;
use thiserror::Error;
use strum_macros::EnumIter;
#[derive(Error, Debug)]
pub enum AssetError {
#[error("IO error: {0}")]
Io(#[from] io::Error),
#[error("Asset not found: {0}")]
NotFound(String),
#[error("Invalid asset format: {0}")]
InvalidFormat(String),
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
pub enum Asset {
Wav1,
Wav2,
@@ -44,6 +33,7 @@ impl Asset {
mod imp {
use super::*;
use crate::error::AssetError;
use crate::platform::get_platform;
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {

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@@ -18,8 +18,6 @@ pub const SCALE: f32 = 2.6;
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
/// The offset of the game board from the top-left corner of the window, in pixels.
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
/// The size of the game board, in pixels.
pub const BOARD_PIXEL_SIZE: UVec2 = UVec2::new(BOARD_CELL_SIZE.x * CELL_SIZE, BOARD_CELL_SIZE.y * CELL_SIZE);
/// The size of the canvas, in pixels.
pub const CANVAS_SIZE: UVec2 = UVec2::new(
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,

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@@ -1,7 +1,7 @@
use smallvec::SmallVec;
use std::collections::HashMap;
use crate::entity::traversal::Position;
use crate::entity::{graph::NodeId, traversal::Position};
/// Trait for entities that can participate in collision detection.
pub trait Collidable {
@@ -19,7 +19,7 @@ pub trait Collidable {
#[derive(Default)]
pub struct CollisionSystem {
/// Maps node IDs to lists of entity IDs that are at that node
node_entities: HashMap<usize, Vec<EntityId>>,
node_entities: HashMap<NodeId, Vec<EntityId>>,
/// Maps entity IDs to their current positions
entity_positions: HashMap<EntityId, Position>,
/// Next available entity ID
@@ -62,7 +62,7 @@ impl CollisionSystem {
}
/// Gets all entity IDs at a specific node
pub fn entities_at_node(&self, node: usize) -> &[EntityId] {
pub fn entities_at_node(&self, node: NodeId) -> &[EntityId] {
self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
}
@@ -115,7 +115,7 @@ fn positions_overlap(a: &Position, b: &Position) -> bool {
}
/// Gets all nodes that an entity is currently at or between.
fn get_nodes(pos: &Position) -> SmallVec<[usize; 2]> {
fn get_nodes(pos: &Position) -> SmallVec<[NodeId; 2]> {
let mut nodes = SmallVec::new();
match pos {
Position::AtNode(node) => nodes.push(*node),

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@@ -164,10 +164,8 @@ impl Ghost {
})?,
];
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).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
Ok(Self {

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@@ -192,14 +192,15 @@ impl Graph {
// Check if the edge already exists in this direction or to the same target
if let Some(err) = adjacency_list.edges().find_map(|e| {
// If we're not replacing the edge, we don't want to replace an edge that already exists in this direction
if !replace && e.direction == direction {
Some(Err("Edge already exists in this direction."))
} else if e.target == to {
Some(Err("Edge already exists."))
} else {
None
if !replace {
// If we're not replacing the edge, we don't want to replace an edge that already exists in this direction
if e.direction == direction {
return Some(Err("Edge already exists in this direction."));
} else if e.target == to {
return Some(Err("Edge already exists."));
}
}
None
}) {
return err;
}

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@@ -1,7 +1,7 @@
use crate::{
constants,
entity::{collision::Collidable, graph::Graph},
error::EntityError,
error::{EntityError, GameResult},
texture::sprite::{Sprite, SpriteAtlas},
};
use sdl2::render::{Canvas, RenderTarget};
@@ -95,16 +95,18 @@ impl Item {
self.item_type.get_score()
}
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> anyhow::Result<()> {
if !self.collected {
let node = graph
.get_node(self.node_index)
.ok_or(EntityError::NodeNotFound(self.node_index))?;
let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
self.sprite.render(canvas, atlas, position)
} else {
Ok(())
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) -> GameResult<()> {
if self.collected {
return Ok(());
}
let node = graph
.get_node(self.node_index)
.ok_or(EntityError::NodeNotFound(self.node_index))?;
let position = node.position + constants::BOARD_PIXEL_OFFSET.as_vec2();
self.sprite.render(canvas, atlas, position)?;
Ok(())
}
}

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@@ -98,10 +98,8 @@ impl Pacman {
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).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
stopped_textures[direction.as_usize()] =
Some(AnimatedTexture::new(stopped_tiles, 0.1).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
}
Ok(Self {

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@@ -3,22 +3,22 @@
//! This module defines all error types used throughout the application,
//! providing a consistent error handling approach.
use thiserror::Error;
use std::io;
/// 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)]
#[derive(thiserror::Error, Debug)]
pub enum GameError {
#[error("Asset error: {0}")]
Asset(#[from] crate::asset::AssetError),
Asset(#[from] AssetError),
#[error("Platform error: {0}")]
Platform(#[from] crate::platform::PlatformError),
Platform(#[from] PlatformError),
#[error("Map parsing error: {0}")]
MapParse(#[from] crate::map::parser::ParseError),
MapParse(#[from] ParseError),
#[error("Map error: {0}")]
Map(#[from] MapError),
@@ -36,26 +36,49 @@ pub enum GameError {
Sdl(String),
#[error("IO error: {0}")]
Io(#[from] std::io::Error),
Io(#[from] io::Error),
#[error("Serialization error: {0}")]
Serialization(#[from] serde_json::Error),
#[error("Invalid state: {0}")]
InvalidState(String),
}
#[error("Resource not found: {0}")]
#[derive(thiserror::Error, Debug)]
pub enum AssetError {
#[error("IO error: {0}")]
Io(#[from] io::Error),
#[error("Asset not found: {0}")]
NotFound(String),
}
#[error("Configuration error: {0}")]
Config(String),
/// Platform-specific errors.
#[derive(thiserror::Error, Debug)]
#[allow(dead_code)]
pub enum PlatformError {
#[error("Console initialization failed: {0}")]
ConsoleInit(String),
#[error("Platform-specific error: {0}")]
Other(String),
}
/// Error type for map parsing operations.
#[derive(thiserror::Error, Debug)]
pub enum ParseError {
#[error("Unknown character in board: {0}")]
UnknownCharacter(char),
#[error("House door must have exactly 2 positions, found {0}")]
InvalidHouseDoorCount(usize),
#[error("Map parsing failed: {0}")]
ParseFailed(String),
}
/// Errors related to texture operations.
#[derive(Error, Debug)]
#[derive(thiserror::Error, Debug)]
pub enum TextureError {
#[error("Animated texture error: {0}")]
Animated(#[from] crate::texture::animated::AnimatedTextureError),
Animated(#[from] AnimatedTextureError),
#[error("Failed to load texture: {0}")]
LoadFailed(String),
@@ -70,8 +93,14 @@ pub enum TextureError {
RenderFailed(String),
}
#[derive(thiserror::Error, Debug)]
pub enum AnimatedTextureError {
#[error("Frame duration must be positive, got {0}")]
InvalidFrameDuration(f32),
}
/// Errors related to entity operations.
#[derive(Error, Debug)]
#[derive(thiserror::Error, Debug)]
pub enum EntityError {
#[error("Node not found in graph: {0}")]
NodeNotFound(usize),
@@ -87,11 +116,11 @@ pub enum EntityError {
}
/// Errors related to game state operations.
#[derive(Error, Debug)]
#[derive(thiserror::Error, Debug)]
pub enum GameStateError {}
/// Errors related to map operations.
#[derive(Error, Debug)]
#[derive(thiserror::Error, Debug)]
pub enum MapError {
#[error("Node not found: {0}")]
NodeNotFound(usize),

View File

@@ -1,435 +0,0 @@
//! This module contains the main game logic and state.
use glam::{UVec2, Vec2};
use rand::{rngs::SmallRng, Rng, SeedableRng};
use sdl2::{
image::LoadTexture,
keyboard::Keycode,
pixels::Color,
render::{Canvas, RenderTarget, Texture, TextureCreator},
video::WindowContext,
};
use crate::error::{EntityError, GameError, GameResult, TextureError};
use crate::{
asset::{get_asset_bytes, Asset},
audio::Audio,
constants::{CELL_SIZE, RAW_BOARD},
entity::{
collision::{Collidable, CollisionSystem, EntityId},
ghost::{Ghost, GhostType},
item::Item,
pacman::Pacman,
r#trait::Entity,
},
map::Map,
texture::{
sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
text::TextTexture,
},
};
/// The main game state.
///
/// Contains all the information necessary to run the game, including
/// the game state, rendering resources, and audio.
pub struct Game {
pub score: u32,
pub map: Map,
pub pacman: Pacman,
pub ghosts: Vec<Ghost>,
pub items: Vec<Item>,
pub debug_mode: bool,
// Collision system
collision_system: CollisionSystem,
pacman_id: EntityId,
ghost_ids: Vec<EntityId>,
item_ids: Vec<EntityId>,
// Rendering resources
atlas: SpriteAtlas,
map_texture: AtlasTile,
text_texture: TextTexture,
// Audio
pub audio: Audio,
}
impl Game {
pub fn new(
texture_creator: &'static TextureCreator<WindowContext>,
_ttf_context: &sdl2::ttf::Sdl2TtfContext,
_audio_subsystem: &sdl2::AudioSubsystem,
) -> GameResult<Game> {
let map = Map::new(RAW_BOARD)?;
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))
.ok_or_else(|| GameError::NotFound("Pac-Man starting position not found in graph".to_string()))?;
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
let atlas_texture = Box::leak(Box::new(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()))
}
})?));
let atlas_json = get_asset_bytes(Asset::AtlasJson)?;
let atlas_mapper: AtlasMapper = serde_json::from_slice(&atlas_json)?;
let atlas = SpriteAtlas::new(unsafe { std::mem::transmute_copy(atlas_texture) }, atlas_mapper);
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)?;
// Generate items (pellets and energizers)
let items = map.generate_items(&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()));
// TODO: This is a bug, we should handle this better
}
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)?;
ghosts.push(ghost);
}
// Initialize collision system
let mut collision_system = CollisionSystem::default();
// Register Pac-Man
let pacman_id = collision_system.register_entity(pacman.position());
// Register items
let mut item_ids = Vec::new();
for item in &items {
let item_id = collision_system.register_entity(item.position());
item_ids.push(item_id);
}
// Register ghosts
let mut ghost_ids = Vec::new();
for ghost in &ghosts {
let ghost_id = collision_system.register_entity(ghost.position());
ghost_ids.push(ghost_id);
}
Ok(Game {
score: 0,
map,
pacman,
ghosts,
items,
debug_mode: false,
collision_system,
pacman_id,
ghost_ids,
item_ids,
map_texture,
text_texture,
audio,
atlas,
})
}
pub fn keyboard_event(&mut self, keycode: Keycode) {
self.pacman.handle_key(keycode);
if keycode == Keycode::M {
self.audio.set_mute(!self.audio.is_muted());
}
if keycode == Keycode::R {
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) -> GameResult<()> {
// Reset Pac-Man to starting position
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))
.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)?;
// Reset items
self.items = self.map.generate_items(&self.atlas)?;
// Randomize ghost positions
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
let mut rng = SmallRng::from_os_rng();
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)?;
}
// Reset collision system
self.collision_system = CollisionSystem::default();
// Re-register Pac-Man
self.pacman_id = self.collision_system.register_entity(self.pacman.position());
// Re-register items
self.item_ids.clear();
for item in &self.items {
let item_id = self.collision_system.register_entity(item.position());
self.item_ids.push(item_id);
}
// Re-register ghosts
self.ghost_ids.clear();
for ghost in &self.ghosts {
let ghost_id = self.collision_system.register_entity(ghost.position());
self.ghost_ids.push(ghost_id);
}
Ok(())
}
pub fn tick(&mut self, dt: f32) {
self.pacman.tick(dt, &self.map.graph);
// Update all ghosts
for ghost in &mut self.ghosts {
ghost.tick(dt, &self.map.graph);
}
// Update collision system positions
self.update_collision_positions();
// Check for collisions
self.check_collisions();
}
fn update_collision_positions(&mut self) {
// Update Pac-Man's position
self.collision_system.update_position(self.pacman_id, self.pacman.position());
// Update ghost positions
for (ghost, &ghost_id) in self.ghosts.iter().zip(&self.ghost_ids) {
self.collision_system.update_position(ghost_id, ghost.position());
}
}
fn check_collisions(&mut self) {
// Check Pac-Man vs Items
let potential_collisions = self.collision_system.potential_collisions(&self.pacman.position());
for entity_id in potential_collisions {
if entity_id != self.pacman_id {
// Check if this is an item collision
if let Some(item_index) = self.find_item_by_id(entity_id) {
let item = &mut self.items[item_index];
if !item.is_collected() {
item.collect();
self.score += item.get_score();
self.audio.eat();
// Handle energizer effects
if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
// TODO: Make ghosts frightened
tracing::info!("Energizer collected! Ghosts should become frightened.");
}
}
}
// Check if this is a ghost collision
if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
// TODO: Handle Pac-Man being eaten by ghost
tracing::info!("Pac-Man collided with ghost!");
}
}
}
}
fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
self.item_ids.iter().position(|&id| id == entity_id)
}
fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
self.ghost_ids.iter().position(|&id| id == entity_id)
}
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 items
for item in &self.items {
if let Err(e) = item.render(canvas, &mut self.atlas, &self.map.graph) {
tracing::error!("Failed to render item: {}", e);
}
}
// 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);
}
}
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(())
}
pub fn present_backbuffer<T: RenderTarget>(
&mut self,
canvas: &mut Canvas<T>,
backbuffer: &Texture,
cursor_pos: glam::Vec2,
) -> GameResult<()> {
canvas
.copy(backbuffer, None, None)
.map_err(|e| GameError::Sdl(e.to_string()))?;
if self.debug_mode {
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(())
}
/// 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;
let y_offset = 2;
let lives_offset = 3;
let score_offset = 7 - (score_text.len() as i32);
self.text_texture.set_scale(1.0);
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),
) {
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);
// self.render_text_on(
// canvas,
// &*texture_creator,
// &fps_text,
// IVec2::new(10, 10),
// Color::RGB(255, 255, 0), // Yellow color for FPS display
// );
Ok(())
}
}

327
src/game/mod.rs Normal file
View File

@@ -0,0 +1,327 @@
//! This module contains the main game logic and state.
use glam::{UVec2, Vec2};
use rand::{rngs::SmallRng, Rng, SeedableRng};
use sdl2::{
keyboard::Keycode,
pixels::Color,
render::{Canvas, RenderTarget, Texture, TextureCreator},
video::WindowContext,
};
use crate::error::{EntityError, GameError, GameResult};
use crate::entity::{
collision::{Collidable, CollisionSystem, EntityId},
ghost::{Ghost, GhostType},
pacman::Pacman,
r#trait::Entity,
};
pub mod state;
use state::GameState;
/// The `Game` struct is the main entry point for the game.
///
/// It contains the game's state and logic, and is responsible for
/// handling user input, updating the game state, and rendering the game.
pub struct Game {
state: GameState,
}
impl Game {
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Game> {
let state = GameState::new(texture_creator)?;
Ok(Game { state })
}
pub fn keyboard_event(&mut self, keycode: Keycode) {
self.state.pacman.handle_key(keycode);
if keycode == Keycode::M {
self.state.audio.set_mute(!self.state.audio.is_muted());
}
if keycode == Keycode::R {
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) -> GameResult<()> {
let pacman_start_node = self.state.map.start_positions.pacman;
self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
// Reset items
self.state.items = self.state.map.generate_items(&self.state.atlas)?;
// Randomize ghost positions
let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
let mut rng = SmallRng::from_os_rng();
for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
let random_node = rng.random_range(0..self.state.map.graph.node_count());
*ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
}
// Reset collision system
self.state.collision_system = CollisionSystem::default();
// Re-register Pac-Man
self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
// Re-register items
self.state.item_ids.clear();
for item in &self.state.items {
let item_id = self.state.collision_system.register_entity(item.position());
self.state.item_ids.push(item_id);
}
// Re-register ghosts
self.state.ghost_ids.clear();
for ghost in &self.state.ghosts {
let ghost_id = self.state.collision_system.register_entity(ghost.position());
self.state.ghost_ids.push(ghost_id);
}
Ok(())
}
pub fn tick(&mut self, dt: f32) {
self.state.pacman.tick(dt, &self.state.map.graph);
// Update all ghosts
for ghost in &mut self.state.ghosts {
ghost.tick(dt, &self.state.map.graph);
}
// Update collision system positions
self.update_collision_positions();
// Check for collisions
self.check_collisions();
}
/// Toggles the debug mode on and off.
///
/// When debug mode is enabled, the game will render additional information
/// that is useful for debugging, such as the collision grid and entity paths.
pub fn toggle_debug_mode(&mut self) {
self.state.debug_mode = !self.state.debug_mode;
}
fn update_collision_positions(&mut self) {
// Update Pac-Man's position
self.state
.collision_system
.update_position(self.state.pacman_id, self.state.pacman.position());
// Update ghost positions
for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
self.state.collision_system.update_position(ghost_id, ghost.position());
}
}
fn check_collisions(&mut self) {
// Check Pac-Man vs Items
let potential_collisions = self
.state
.collision_system
.potential_collisions(&self.state.pacman.position());
for entity_id in potential_collisions {
if entity_id != self.state.pacman_id {
// Check if this is an item collision
if let Some(item_index) = self.find_item_by_id(entity_id) {
let item = &mut self.state.items[item_index];
if !item.is_collected() {
item.collect();
self.state.score += item.get_score();
self.state.audio.eat();
// Handle energizer effects
if matches!(item.item_type, crate::entity::item::ItemType::Energizer) {
// TODO: Make ghosts frightened
tracing::info!("Energizer collected! Ghosts should become frightened.");
}
}
}
// Check if this is a ghost collision
if let Some(_ghost_index) = self.find_ghost_by_id(entity_id) {
// TODO: Handle Pac-Man being eaten by ghost
tracing::info!("Pac-Man collided with ghost!");
}
}
}
}
fn find_item_by_id(&self, entity_id: EntityId) -> Option<usize> {
self.state.item_ids.iter().position(|&id| id == entity_id)
}
fn find_ghost_by_id(&self, entity_id: EntityId) -> Option<usize> {
self.state.ghost_ids.iter().position(|&id| id == entity_id)
}
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.state
.map
.render(canvas, &mut self.state.atlas, &mut self.state.map_tiles);
// Render all items
for item in &self.state.items {
if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
tracing::error!("Failed to render item: {}", e);
}
}
// Render all ghosts
for ghost in &self.state.ghosts {
if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
tracing::error!("Failed to render ghost: {}", e);
}
}
if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
tracing::error!("Failed to render pacman: {}", e);
}
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok(())
}
pub fn present_backbuffer<T: RenderTarget>(
&mut self,
canvas: &mut Canvas<T>,
backbuffer: &Texture,
cursor_pos: glam::Vec2,
) -> GameResult<()> {
canvas
.copy(backbuffer, None, None)
.map_err(|e| GameError::Sdl(e.to_string()))?;
if self.state.debug_mode {
if let Err(e) =
self.state
.map
.debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
{
tracing::error!("Failed to render debug cursor: {}", e);
}
self.render_pathfinding_debug(canvas)?;
}
self.draw_hud(canvas)?;
canvas.present();
Ok(())
}
/// Renders pathfinding debug lines from each ghost to Pac-Man.
///
/// Each ghost's path is drawn in its respective color with a small offset
/// to prevent overlapping lines.
fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
let pacman_node = self.state.pacman.current_node_id();
for ghost in self.state.ghosts.iter() {
if let Ok(path) = ghost.calculate_path_to_target(&self.state.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
.state
.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) > (crate::constants::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.state.score);
let x_offset = 4;
let y_offset = 2;
let lives_offset = 3;
let score_offset = 7 - (score_text.len() as i32);
self.state.text_texture.set_scale(1.0);
if let Err(e) = self.state.text_texture.render(
canvas,
&mut self.state.atlas,
&format!("{lives}UP HIGH SCORE "),
UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
) {
tracing::error!("Failed to render HUD text: {}", e);
}
if let Err(e) = self.state.text_texture.render(
canvas,
&mut self.state.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);
// self.render_text_on(
// canvas,
// &*texture_creator,
// &fps_text,
// IVec2::new(10, 10),
// Color::RGB(255, 255, 0), // Yellow color for FPS display
// );
Ok(())
}
}

140
src/game/state.rs Normal file
View File

@@ -0,0 +1,140 @@
use sdl2::{image::LoadTexture, render::TextureCreator, video::WindowContext};
use smallvec::SmallVec;
use crate::{
asset::{get_asset_bytes, Asset},
audio::Audio,
constants::RAW_BOARD,
entity::{
collision::{Collidable, CollisionSystem},
ghost::{Ghost, GhostType},
item::Item,
pacman::Pacman,
},
error::{GameError, GameResult, TextureError},
game::EntityId,
map::Map,
texture::{
sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
text::TextTexture,
},
};
/// The `GameState` struct holds all the essential data for the game.
///
/// This includes the score, map, entities (Pac-Man, ghosts, items),
/// collision system, and rendering resources. By centralizing the game's state,
/// we can cleanly separate it from the game's logic, making it easier to manage
/// and reason about.
pub struct GameState {
pub score: u32,
pub map: Map,
pub map_tiles: Vec<AtlasTile>,
pub pacman: Pacman,
pub pacman_id: EntityId,
pub ghosts: SmallVec<[Ghost; 4]>,
pub ghost_ids: SmallVec<[EntityId; 4]>,
pub items: Vec<Item>,
pub item_ids: Vec<EntityId>,
pub debug_mode: bool,
// Collision system
pub(crate) collision_system: CollisionSystem,
// Rendering resources
pub(crate) atlas: SpriteAtlas,
pub(crate) text_texture: TextTexture,
// Audio
pub audio: Audio,
}
impl GameState {
/// Creates a new `GameState` by initializing all the game's data.
///
/// This function sets up the map, Pac-Man, ghosts, items, collision system,
/// and all rendering resources required to start the game. It returns a `GameResult`
/// to handle any potential errors during initialization.
pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Self> {
let map = Map::new(RAW_BOARD)?;
let pacman_start_node = map.start_positions.pacman;
let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
let atlas_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()))
}
})?;
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_tiles = Vec::with_capacity(35);
for i in 0..35 {
let tile_name = format!("maze/tiles/{}.png", i);
let tile = SpriteAtlas::get_tile(&atlas, &tile_name)
.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
map_tiles.push(tile);
}
let text_texture = TextTexture::new(1.0);
let audio = Audio::new();
let pacman = Pacman::new(&map.graph, pacman_start_node, &atlas)?;
// Generate items (pellets and energizers)
let items = map.generate_items(&atlas)?;
// Initialize collision system
let mut collision_system = CollisionSystem::default();
// Register Pac-Man
let pacman_id = collision_system.register_entity(pacman.position());
// Register items
let item_ids = items
.iter()
.map(|item| collision_system.register_entity(item.position()))
.collect();
// Create and register ghosts
let ghosts = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde]
.iter()
.zip(
[
map.start_positions.blinky,
map.start_positions.pinky,
map.start_positions.inky,
map.start_positions.clyde,
]
.iter(),
)
.map(|(ghost_type, start_node)| Ghost::new(&map.graph, *start_node, *ghost_type, &atlas))
.collect::<GameResult<SmallVec<[_; 4]>>>()?;
// Register ghosts
let ghost_ids = ghosts
.iter()
.map(|ghost| collision_system.register_entity(ghost.position()))
.collect();
Ok(Self {
map,
atlas,
map_tiles,
pacman,
pacman_id,
ghosts,
ghost_ids,
items,
item_ids,
text_texture,
audio,
score: 0,
debug_mode: false,
collision_system,
})
}
}

View File

@@ -7,7 +7,7 @@ use crate::entity::item::{Item, ItemType};
use crate::map::parser::MapTileParser;
use crate::map::render::MapRenderer;
use crate::texture::sprite::{AtlasTile, Sprite, SpriteAtlas};
use glam::{IVec2, UVec2, Vec2};
use glam::{IVec2, Vec2};
use sdl2::render::{Canvas, RenderTarget};
use std::collections::{HashMap, VecDeque};
use tracing::debug;
@@ -15,7 +15,6 @@ use tracing::debug;
use crate::error::{GameResult, MapError};
/// The starting positions of the entities in the game.
#[allow(dead_code)]
pub struct NodePositions {
pub pacman: NodeId,
pub blinky: NodeId,
@@ -26,18 +25,12 @@ pub struct NodePositions {
/// The main map structure containing the game board and navigation graph.
pub struct Map {
/// The current state of the map.
#[allow(dead_code)]
current: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
/// The node map for entity movement.
pub graph: Graph,
/// A mapping from grid positions to node IDs.
pub grid_to_node: HashMap<IVec2, NodeId>,
/// A mapping of the starting positions of the entities.
#[allow(dead_code)]
pub start_positions: NodePositions,
/// Pac-Man's starting position.
pacman_start: Option<IVec2>,
}
impl Map {
@@ -56,7 +49,6 @@ impl Map {
let map = parsed_map.tiles;
let house_door = parsed_map.house_door;
let tunnel_ends = parsed_map.tunnel_ends;
let pacman_start = parsed_map.pacman_start;
let mut graph = Graph::new();
let mut grid_to_node = HashMap::new();
@@ -64,8 +56,9 @@ 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.ok_or_else(|| MapError::InvalidConfig("Pac-Man's starting position not found".to_string()))?;
let start_pos = parsed_map
.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();
@@ -155,37 +148,18 @@ impl Map {
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends)?;
Ok(Map {
current: map,
graph,
grid_to_node,
start_positions,
pacman_start,
})
}
/// Finds the starting position for a given entity ID.
///
/// # Arguments
///
/// * `entity_id` - The entity ID (0 for Pac-Man, 1-4 for ghosts)
///
/// # Returns
///
/// The starting position as a grid coordinate (`UVec2`), or `None` if not found.
pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> {
// For now, only Pac-Man (entity_id 0) is supported
if entity_id == 0 {
return self.pacman_start.map(|pos| UVec2::new(pos.x as u32, pos.y as u32));
}
None
}
/// Renders the map to the given canvas.
///
/// This function draws the static map texture to the screen at the correct
/// position and scale.
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_texture: &mut AtlasTile) {
MapRenderer::render_map(canvas, atlas, map_texture);
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &mut [AtlasTile]) {
MapRenderer::render_map(canvas, atlas, map_tiles);
}
/// Generates Item entities for pellets and energizers from the parsed map.

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