use crate::{ constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE}, direction::Direction, map::Map, modulation::SimpleTickModulator, }; use glam::{IVec2, UVec2}; use std::cell::RefCell; use std::rc::Rc; /// A trait for game objects that can be moved and rendered. pub trait Entity { /// Returns a reference to the base entity (position, etc). fn base(&self) -> &StaticEntity; /// Returns true if the entity is colliding with the other entity. fn is_colliding(&self, other: &dyn Entity) -> bool { let a = self.base().pixel_position; let b = other.base().pixel_position; a == b } } /// A trait for entities that can move and interact with the map. pub trait Moving { fn move_forward(&mut self); fn update_cell_position(&mut self); fn next_cell(&self, direction: Option) -> IVec2; fn is_wall_ahead(&self, direction: Option) -> bool; fn handle_tunnel(&mut self) -> bool; fn is_grid_aligned(&self) -> bool; fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool; } /// A struct for static (non-moving) entities with position only. pub struct StaticEntity { pub pixel_position: IVec2, pub cell_position: UVec2, } impl StaticEntity { pub fn new(pixel_position: IVec2, cell_position: UVec2) -> Self { Self { pixel_position, cell_position, } } } /// A struct for movable game entities with position, direction, speed, and modulation. pub struct MovableEntity { pub base: StaticEntity, pub direction: Direction, pub speed: u32, pub modulation: SimpleTickModulator, pub in_tunnel: bool, pub map: Rc>, } impl MovableEntity { pub fn new( pixel_position: IVec2, cell_position: UVec2, direction: Direction, speed: u32, modulation: SimpleTickModulator, map: Rc>, ) -> Self { Self { base: StaticEntity::new(pixel_position, cell_position), direction, speed, modulation, in_tunnel: false, map, } } /// Returns the position within the current cell, in pixels. pub fn internal_position(&self) -> UVec2 { UVec2::new( (self.base.pixel_position.x as u32) % CELL_SIZE, (self.base.pixel_position.y as u32) % CELL_SIZE, ) } } impl Entity for MovableEntity { fn base(&self) -> &StaticEntity { &self.base } } impl Moving for MovableEntity { fn move_forward(&mut self) { let speed = self.speed as i32; match self.direction { Direction::Right => self.base.pixel_position.x += speed, Direction::Left => self.base.pixel_position.x -= speed, Direction::Up => self.base.pixel_position.y -= speed, Direction::Down => self.base.pixel_position.y += speed, } } fn update_cell_position(&mut self) { self.base.cell_position = UVec2::new( (self.base.pixel_position.x as u32 / CELL_SIZE) - BOARD_OFFSET.0, (self.base.pixel_position.y as u32 / CELL_SIZE) - BOARD_OFFSET.1, ); } fn next_cell(&self, direction: Option) -> IVec2 { let (x, y) = direction.unwrap_or(self.direction).offset(); IVec2::new(self.base.cell_position.x as i32 + x, self.base.cell_position.y as i32 + y) } fn is_wall_ahead(&self, direction: Option) -> bool { let next_cell = self.next_cell(direction); matches!(self.map.borrow().get_tile(next_cell), Some(MapTile::Wall)) } fn handle_tunnel(&mut self) -> bool { if !self.in_tunnel { let current_tile = self .map .borrow() .get_tile(IVec2::new(self.base.cell_position.x as i32, self.base.cell_position.y as i32)); if matches!(current_tile, Some(MapTile::Tunnel)) { self.in_tunnel = true; } } if self.in_tunnel { if self.base.cell_position.x == 0 { self.base.cell_position.x = BOARD_WIDTH - 2; self.base.pixel_position = Map::cell_to_pixel(self.base.cell_position); self.in_tunnel = false; true } else if self.base.cell_position.x == BOARD_WIDTH - 1 { self.base.cell_position.x = 1; self.base.pixel_position = Map::cell_to_pixel(self.base.cell_position); self.in_tunnel = false; true } else { true } } else { false } } fn is_grid_aligned(&self) -> bool { self.internal_position() == UVec2::ZERO } fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool { if new_direction == self.direction { return false; } if self.is_wall_ahead(Some(new_direction)) { return false; } self.direction = new_direction; true } } impl Entity for StaticEntity { fn base(&self) -> &StaticEntity { self } } /// A trait for entities that can be rendered to the screen. pub trait Renderable { fn render(&self, canvas: &mut sdl2::render::Canvas); }