Files
Pac-Man/src/texture/sprites.rs
2025-09-06 12:15:01 -05:00

105 lines
3.9 KiB
Rust

//! A structured representation of all sprite assets in the game.
//!
//! This module provides a set of enums to represent every sprite, allowing for
//! type-safe access to asset paths and avoiding the use of raw strings.
//! The `GameSprite` enum is the main entry point, and its `to_path` method
//! generates the correct path for a given sprite in the texture atlas.
use crate::map::direction::Direction;
use crate::systems::components::Ghost;
/// Represents the different sprites for Pac-Man.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum PacmanSprite {
/// A moving Pac-Man sprite for a given direction and animation frame.
Moving(Direction, u8),
/// The full, closed-mouth Pac-Man sprite.
Full,
}
/// Represents the color of a frightened ghost.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum FrightenedColor {
Blue,
White,
}
/// Represents the different sprites for ghosts.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GhostSprite {
/// The normal appearance of a ghost for a given type, direction, and animation frame.
Normal(Ghost, Direction, u8),
/// The frightened appearance of a ghost, with a specific color and animation frame.
Frightened(FrightenedColor, u8),
/// The "eyes only" appearance of a ghost after being eaten.
Eyes(Direction),
}
/// Represents the different sprites for the maze and collectibles.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum MazeSprite {
/// A specific tile of the maze.
Tile(u8),
/// A standard pellet.
Pellet,
/// An energizer/power pellet.
Energizer,
}
/// A top-level enum that encompasses all game sprites.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GameSprite {
Pacman(PacmanSprite),
Ghost(GhostSprite),
Maze(MazeSprite),
}
impl GameSprite {
/// Generates the asset path for the sprite.
///
/// This path corresponds to the filename in the texture atlas JSON file.
pub fn to_path(self) -> String {
match self {
GameSprite::Pacman(sprite) => match sprite {
PacmanSprite::Moving(dir, frame) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
format!("pacman/{}_{}.png", dir.as_ref().to_lowercase(), frame_char)
}
PacmanSprite::Full => "pacman/full.png".to_string(),
},
GameSprite::Ghost(sprite) => match sprite {
GhostSprite::Normal(ghost, dir, frame) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
format!("ghost/{}/{}_{}.png", ghost.as_str(), dir.as_ref().to_lowercase(), frame_char)
}
GhostSprite::Frightened(color, frame) => {
let frame_char = match frame {
0 => 'a',
1 => 'b',
_ => panic!("Invalid animation frame"),
};
let color_str = match color {
FrightenedColor::Blue => "blue",
FrightenedColor::White => "white",
};
format!("ghost/frightened/{}_{}.png", color_str, frame_char)
}
GhostSprite::Eyes(dir) => format!("ghost/eyes/{}.png", dir.as_ref().to_lowercase()),
},
GameSprite::Maze(sprite) => match sprite {
MazeSprite::Tile(index) => format!("maze/tiles/{}.png", index),
MazeSprite::Pellet => "maze/pellet.png".to_string(),
MazeSprite::Energizer => "maze/energizer.png".to_string(),
},
}
}
}