mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-09 12:08:05 -06:00
597 lines
24 KiB
Rust
597 lines
24 KiB
Rust
//! This module contains the main game logic and state.
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include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
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use crate::constants::CANVAS_SIZE;
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use crate::entity::direction::Direction;
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use crate::error::{GameError, GameResult, TextureError};
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use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::systems::blinking::Blinking;
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use crate::systems::movement::{Movable, MovementState, Position};
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use crate::systems::{
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blinking::blinking_system,
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collision::collision_system,
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components::{
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Collider, CollisionLayer, DeltaTime, DirectionalAnimated, EntityType, GlobalState, ItemBundle, ItemCollider,
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PacmanCollider, PlayerBundle, PlayerControlled, Renderable, Score, ScoreResource,
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},
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control::player_system,
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input::input_system,
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movement::movement_system,
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profiling::{profile, SystemTimings},
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render::{directional_render_system, render_system, BackbufferResource, MapTextureResource},
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};
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use crate::texture::animated::AnimatedTexture;
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use bevy_ecs::schedule::IntoScheduleConfigs;
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use bevy_ecs::{event::EventRegistry, observer::Trigger, schedule::Schedule, system::ResMut, world::World};
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use sdl2::image::LoadTexture;
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use sdl2::render::{Canvas, ScaleMode, TextureCreator};
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use sdl2::video::{Window, WindowContext};
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use sdl2::EventPump;
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use crate::{
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asset::{get_asset_bytes, Asset},
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constants,
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events::GameCommand,
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map::render::MapRenderer,
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systems::input::Bindings,
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texture::sprite::{AtlasMapper, SpriteAtlas},
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};
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pub mod state;
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/// The `Game` struct is the main entry point for the game.
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///
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/// It contains the game's state and logic, and is responsible for
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/// handling user input, updating the game state, and rendering the game.
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pub struct Game {
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pub world: World,
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pub schedule: Schedule,
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}
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impl Game {
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pub fn new(
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canvas: &'static mut Canvas<Window>,
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texture_creator: &'static mut TextureCreator<WindowContext>,
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event_pump: &'static mut EventPump,
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) -> GameResult<Game> {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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EventRegistry::register_event::<GameError>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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let mut backbuffer = texture_creator
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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backbuffer.set_scale_mode(ScaleMode::Nearest);
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let mut map_texture = texture_creator
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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map_texture.set_scale_mode(ScaleMode::Nearest);
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// Load atlas and create map texture
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let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
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let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
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if e.to_string().contains("format") || e.to_string().contains("unsupported") {
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GameError::Texture(crate::error::TextureError::InvalidFormat(format!(
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"Unsupported texture format: {e}"
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)))
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} else {
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GameError::Texture(crate::error::TextureError::LoadFailed(e.to_string()))
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}
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})?;
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let atlas_mapper = AtlasMapper {
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frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
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};
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let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
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// Create map tiles
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let mut map_tiles = Vec::with_capacity(35);
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for i in 0..35 {
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let tile_name = format!("maze/tiles/{}.png", i);
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let tile = atlas.get_tile(&tile_name).unwrap();
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map_tiles.push(tile);
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}
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// Render map to texture
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canvas
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.with_texture_canvas(&mut map_texture, |map_canvas| {
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MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
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})
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let map = Map::new(constants::RAW_BOARD)?;
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let pacman_start_node = map.start_positions.pacman;
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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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for direction in Direction::DIRECTIONS {
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let moving_prefix = match direction {
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Direction::Up => "pacman/up",
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Direction::Down => "pacman/down",
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Direction::Left => "pacman/left",
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Direction::Right => "pacman/right",
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};
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let moving_tiles = vec![
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SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_a.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_a.png"))))?,
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SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?,
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SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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];
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let stopped_tiles = vec![SpriteAtlas::get_tile(&atlas, &format!("{moving_prefix}_b.png"))
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound(format!("{moving_prefix}_b.png"))))?];
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textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08)?);
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stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
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}
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let player = PlayerBundle {
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player: PlayerControlled,
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position: Position {
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node: pacman_start_node,
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edge_progress: None,
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},
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movement_state: MovementState::Stopped,
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movable: Movable {
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speed: 1.15,
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current_direction: Direction::Left,
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requested_direction: Some(Direction::Left), // Start moving left immediately
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},
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sprite: Renderable {
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sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("pacman/full.png".to_string())))?,
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layer: 0,
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visible: true,
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},
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directional_animated: DirectionalAnimated {
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textures,
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stopped_textures,
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},
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entity_type: EntityType::Player,
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collider: Collider {
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size: constants::CELL_SIZE as f32 * 1.25,
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layer: CollisionLayer::PACMAN,
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},
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pacman_collider: PacmanCollider,
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};
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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(event_pump);
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world.insert_non_send_resource(canvas);
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world.insert_non_send_resource(BackbufferResource(backbuffer));
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world.insert_non_send_resource(MapTextureResource(map_texture));
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world.insert_resource(map);
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world.insert_resource(GlobalState { exit: false });
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world.insert_resource(ScoreResource(0));
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world.insert_resource(SystemTimings::default());
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world.insert_resource(Bindings::default());
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world.insert_resource(DeltaTime(0f32));
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| match *event {
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GameEvent::Command(command) => match command {
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GameCommand::Exit => {
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state.exit = true;
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}
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_ => {}
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},
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GameEvent::Collision(_a, _b) => {}
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},
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);
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schedule.add_systems(
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(
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profile("input", input_system),
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profile("player", player_system),
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profile("movement", movement_system),
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profile("collision", collision_system),
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profile("blinking", blinking_system),
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profile("directional_render", directional_render_system),
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)
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.chain(),
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);
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schedule.add_systems(profile("render", render_system));
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// Spawn player
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world.spawn(player);
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// Spawn items
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let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
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let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
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let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
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for (node_id, tile) in nodes {
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let (item_type, score, sprite, size) = match tile {
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crate::constants::MapTile::Pellet => (EntityType::Pellet, 10, pellet_sprite, constants::CELL_SIZE as f32 * 0.2),
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crate::constants::MapTile::PowerPellet => (
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EntityType::PowerPellet,
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50,
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energizer_sprite,
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constants::CELL_SIZE as f32 * 0.9,
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),
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_ => continue,
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};
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let mut item = world.spawn(ItemBundle {
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position: Position {
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node: node_id,
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edge_progress: None,
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},
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sprite: Renderable {
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sprite,
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layer: 1,
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visible: true,
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},
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entity_type: item_type,
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score: Score(score),
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collider: Collider {
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size,
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layer: CollisionLayer::ITEM,
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},
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item_collider: ItemCollider,
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});
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if item_type == EntityType::PowerPellet {
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item.insert(Blinking {
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timer: 0.0,
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interval: 0.2,
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});
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}
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}
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Ok(Game { world, schedule })
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}
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// fn handle_command(&mut self, command: crate::input::commands::GameCommand) {
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// use crate::input::commands::GameCommand;
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// match command {
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// GameCommand::MovePlayer(direction) => {
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// self.state.pacman.set_next_direction(direction);
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// }
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// GameCommand::ToggleDebug => {
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// self.toggle_debug_mode();
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// }
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// GameCommand::MuteAudio => {
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// let is_muted = self.state.audio.is_muted();
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// self.state.audio.set_mute(!is_muted);
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// }
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// GameCommand::ResetLevel => {
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// if let Err(e) = self.reset_game_state() {
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// tracing::error!("Failed to reset game state: {}", e);
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// }
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// }
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// GameCommand::TogglePause => {
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// self.state.paused = !self.state.paused;
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// }
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// GameCommand::Exit => {}
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// }
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// }
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// fn process_events(&mut self) {
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// while let Some(event) = self.state.event_queue.pop_front() {
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// match event {
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// GameEvent::Command(command) => self.handle_command(command),
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// }
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// }
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// /// Resets the game state, randomizing ghost positions and resetting Pac-Man
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// fn reset_game_state(&mut self) -> GameResult<()> {
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// let pacman_start_node = self.state.map.start_positions.pacman;
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// self.state.pacman = Pacman::new(&self.state.map.graph, pacman_start_node, &self.state.atlas)?;
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// // Reset items
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// self.state.items = self.state.map.generate_items(&self.state.atlas)?;
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// // Randomize ghost positions
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// let ghost_types = [GhostType::Blinky, GhostType::Pinky, GhostType::Inky, GhostType::Clyde];
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// let mut rng = SmallRng::from_os_rng();
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// for (i, ghost) in self.state.ghosts.iter_mut().enumerate() {
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// let random_node = rng.random_range(0..self.state.map.graph.node_count());
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// *ghost = Ghost::new(&self.state.map.graph, random_node, ghost_types[i], &self.state.atlas)?;
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// }
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// // Reset collision system
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// self.state.collision_system = CollisionSystem::default();
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// // Re-register Pac-Man
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// self.state.pacman_id = self.state.collision_system.register_entity(self.state.pacman.position());
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// // Re-register items
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// self.state.item_ids.clear();
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// for item in &self.state.items {
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// let item_id = self.state.collision_system.register_entity(item.position());
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// self.state.item_ids.push(item_id);
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// }
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// // Re-register ghosts
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// self.state.ghost_ids.clear();
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// for ghost in &self.state.ghosts {
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// let ghost_id = self.state.collision_system.register_entity(ghost.position());
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// self.state.ghost_ids.push(ghost_id);
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// }
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// Ok(())
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// }
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/// Ticks the game state.
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///
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/// Returns true if the game should exit.
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pub fn tick(&mut self, dt: f32) -> bool {
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self.world.insert_resource(DeltaTime(dt));
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// Run all systems
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self.schedule.run(&mut self.world);
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let state = self
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.world
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.get_resource::<GlobalState>()
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.expect("GlobalState could not be acquired");
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return state.exit;
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// // Process any events that have been posted (such as unpausing)
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// self.process_events();
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// // If the game is paused, we don't need to do anything beyond returning
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// if self.state.paused {
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// return false;
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// }
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// self.schedule.run(&mut self.world);
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// self.state.pacman.tick(dt, &self.state.map.graph);
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// // Update all ghosts
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// for ghost in &mut self.state.ghosts {
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// ghost.tick(dt, &self.state.map.graph);
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// }
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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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// /// Toggles the debug mode on and off.
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// ///
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// /// When debug mode is enabled, the game will render additional information
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// /// that is useful for debugging, such as the collision grid and entity paths.
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// pub fn toggle_debug_mode(&mut self) {
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// self.state.debug_mode = !self.state.debug_mode;
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// }
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// fn update_collision_positions(&mut self) {
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// // Update Pac-Man's position
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// self.state
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// .collision_system
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// .update_position(self.state.pacman_id, self.state.pacman.position());
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// // Update ghost positions
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// for (ghost, &ghost_id) in self.state.ghosts.iter().zip(&self.state.ghost_ids) {
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// self.state.collision_system.update_position(ghost_id, ghost.position());
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// }
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// }
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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
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// .state
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// .collision_system
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// .potential_collisions(&self.state.pacman.position());
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// for entity_id in potential_collisions {
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// if entity_id != self.state.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.state.items[item_index];
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// if !item.is_collected() {
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// item.collect();
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// self.state.score += item.get_score();
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// self.state.audio.eat();
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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.state.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.state.ghost_ids.iter().position(|&id| id == entity_id)
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// }
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// pub fn draw<T: sdl2::render::RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
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// // Only render the map texture once and cache it
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// if !self.state.map_rendered {
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// let mut map_texture = self
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// .state
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// .texture_creator
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// .create_texture_target(None, constants::CANVAS_SIZE.x, constants::CANVAS_SIZE.y)
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// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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// canvas
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// .with_texture_canvas(&mut map_texture, |map_canvas| {
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// let mut map_tiles = Vec::with_capacity(35);
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// for i in 0..35 {
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// let tile_name = format!("maze/tiles/{}.png", i);
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// let tile = SpriteAtlas::get_tile(&self.state.atlas, &tile_name).unwrap();
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// map_tiles.push(tile);
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// }
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// MapRenderer::render_map(map_canvas, &mut self.state.atlas, &mut map_tiles);
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// })
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// .map_err(|e| crate::error::GameError::Sdl(e.to_string()))?;
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// self.state.map_texture = Some(map_texture);
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// self.state.map_rendered = true;
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// }
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// canvas.set_draw_color(Color::BLACK);
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// canvas.clear();
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// if let Some(ref map_texture) = self.state.map_texture {
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// canvas.copy(map_texture, None, None).unwrap();
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// }
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// // Render all items
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// for item in &self.state.items {
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// if let Err(e) = item.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
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// tracing::error!("Failed to render item: {}", e);
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// }
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// }
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// // 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);
|
|
// }
|
|
|
|
// 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: sdl2::render::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 => glam::Vec2::new(0.25, 0.5),
|
|
// GhostType::Pinky => glam::Vec2::new(-0.25, -0.25),
|
|
// GhostType::Inky => glam::Vec2::new(0.5, -0.5),
|
|
// GhostType::Clyde => glam::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(crate::error::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| crate::error::GameError::Sdl(e.to_string()))?;
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
// Ok(())
|
|
// }
|
|
|
|
// fn draw_hud<T: sdl2::render::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 "),
|
|
// glam::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,
|
|
// glam::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(())
|
|
// }
|
|
}
|