//! Pac-Man entity implementation. //! //! This module contains the main player character logic, including movement, //! animation, and rendering. Pac-Man moves through the game graph using //! a traverser and displays directional animated textures. use glam::{UVec2, Vec2}; use crate::constants::BOARD_PIXEL_OFFSET; use crate::entity::direction::Direction; use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId, Position, Traverser}; use crate::helpers::centered_with_size; use crate::texture::animated::AnimatedTexture; use crate::texture::directional::DirectionalAnimatedTexture; use crate::texture::sprite::SpriteAtlas; use sdl2::keyboard::Keycode; use sdl2::render::{Canvas, RenderTarget}; /// Determines if Pac-Man can traverse a given edge. /// /// Pac-Man can only move through edges that allow all entities. fn can_pacman_traverse(edge: Edge) -> bool { matches!(edge.permissions, EdgePermissions::All) } /// The main player character entity. /// /// Pac-Man moves through the game world using a graph-based navigation system /// and displays directional animated sprites based on movement state. pub struct Pacman { /// Handles movement through the game graph pub traverser: Traverser, /// Manages directional animated textures for different movement states texture: DirectionalAnimatedTexture, } impl Pacman { /// Creates a new Pac-Man instance at the specified starting node. /// /// Sets up animated textures for all four directions with moving and stopped states. /// The moving animation cycles through open mouth, closed mouth, and full sprites. pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> Self { let mut textures = [None, None, None, None]; let mut stopped_textures = [None, None, None, None]; for direction in Direction::DIRECTIONS { let moving_prefix = match direction { Direction::Up => "pacman/up", Direction::Down => "pacman/down", Direction::Left => "pacman/left", Direction::Right => "pacman/right", }; let moving_tiles = vec![ SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_a.png")).unwrap(), SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png")).unwrap(), SpriteAtlas::get_tile(atlas, "pacman/full.png").unwrap(), ]; let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png")).unwrap()]; textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08).expect("Invalid frame duration")); stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1).expect("Invalid frame duration")); } Self { traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse), texture: DirectionalAnimatedTexture::new(textures, stopped_textures), } } /// Updates Pac-Man's position and animation state. /// /// Advances movement through the graph and updates texture animation. /// Movement speed is scaled by 60 FPS and a 1.125 multiplier. pub fn tick(&mut self, dt: f32, graph: &Graph) { self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse); self.texture.tick(dt); } /// Handles keyboard input to change Pac-Man's direction. /// /// Maps arrow keys to directions and queues the direction change /// for the next valid intersection. pub fn handle_key(&mut self, keycode: Keycode) { let direction = match keycode { Keycode::Up => Some(Direction::Up), Keycode::Down => Some(Direction::Down), Keycode::Left => Some(Direction::Left), Keycode::Right => Some(Direction::Right), _ => None, }; if let Some(direction) = direction { self.traverser.set_next_direction(direction); } } /// Calculates the current pixel position in the game world. /// /// Interpolates between nodes when moving between them. fn get_pixel_pos(&self, graph: &Graph) -> Vec2 { match self.traverser.position { Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position, Position::BetweenNodes { from, to, traversed } => { let from_pos = graph.get_node(from).unwrap().position; let to_pos = graph.get_node(to).unwrap().position; from_pos.lerp(to_pos, traversed / from_pos.distance(to_pos)) } } } /// Renders Pac-Man to the canvas. /// /// Calculates screen position, determines if Pac-Man is stopped, /// and renders the appropriate directional texture. pub fn render(&self, canvas: &mut Canvas, atlas: &mut SpriteAtlas, graph: &Graph) { let pixel_pos = self.get_pixel_pos(graph).round().as_ivec2() + BOARD_PIXEL_OFFSET.as_ivec2(); let dest = centered_with_size(pixel_pos, UVec2::new(16, 16)); let is_stopped = self.traverser.position.is_stopped(); if is_stopped { self.texture .render_stopped(canvas, atlas, dest, self.traverser.direction) .unwrap(); } else { self.texture.render(canvas, atlas, dest, self.traverser.direction).unwrap(); } } }