mirror of
https://github.com/Xevion/Pac-Man.git
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137 lines
5.0 KiB
Rust
137 lines
5.0 KiB
Rust
//! Pac-Man entity implementation.
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//!
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//! This module contains the main player character logic, including movement,
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//! animation, and rendering. Pac-Man moves through the game graph using
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//! a traverser and displays directional animated textures.
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use crate::entity::{
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collision::Collidable,
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direction::Direction,
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graph::{Edge, EdgePermissions, Graph, NodeId},
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r#trait::Entity,
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traversal::Traverser,
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};
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::directional::DirectionalAnimatedTexture;
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use crate::texture::sprite::SpriteAtlas;
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use sdl2::keyboard::Keycode;
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use tracing::error;
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use crate::error::{GameError, GameResult, TextureError};
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/// Determines if Pac-Man can traverse a given edge.
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///
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/// Pac-Man can only move through edges that allow all entities.
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fn can_pacman_traverse(edge: Edge) -> bool {
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matches!(edge.permissions, EdgePermissions::All)
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}
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/// The main player character entity.
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///
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/// Pac-Man moves through the game world using a graph-based navigation system
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/// and displays directional animated sprites based on movement state.
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pub struct Pacman {
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/// Handles movement through the game graph
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pub traverser: Traverser,
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/// Manages directional animated textures for different movement states
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texture: DirectionalAnimatedTexture,
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}
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impl Entity for Pacman {
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fn traverser(&self) -> &Traverser {
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&self.traverser
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}
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fn traverser_mut(&mut self) -> &mut Traverser {
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&mut self.traverser
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}
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fn texture(&self) -> &DirectionalAnimatedTexture {
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&self.texture
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}
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fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
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&mut self.texture
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}
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fn speed(&self) -> f32 {
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1.125
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}
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fn can_traverse(&self, edge: Edge) -> bool {
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can_pacman_traverse(edge)
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}
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fn tick(&mut self, dt: f32, graph: &Graph) {
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if let Err(e) = self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse) {
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error!("Pac-Man movement error: {}", e);
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}
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self.texture.tick(dt);
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}
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}
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impl Pacman {
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/// Creates a new Pac-Man instance at the specified starting node.
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///
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/// Sets up animated textures for all four directions with moving and stopped states.
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/// The moving animation cycles through open mouth, closed mouth, and full sprites.
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pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> GameResult<Self> {
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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()] =
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Some(AnimatedTexture::new(moving_tiles, 0.08).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
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stopped_textures[direction.as_usize()] =
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Some(AnimatedTexture::new(stopped_tiles, 0.1).map_err(|e| GameError::Texture(TextureError::Animated(e)))?);
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}
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Ok(Self {
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traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
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texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
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})
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}
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/// Handles keyboard input to change Pac-Man's direction.
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///
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/// Maps arrow keys to directions and queues the direction change
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/// for the next valid intersection.
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pub fn handle_key(&mut self, keycode: Keycode) {
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let direction = match keycode {
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Keycode::Up => Some(Direction::Up),
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Keycode::Down => Some(Direction::Down),
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Keycode::Left => Some(Direction::Left),
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Keycode::Right => Some(Direction::Right),
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_ => None,
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};
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if let Some(direction) = direction {
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self.traverser.set_next_direction(direction);
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}
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}
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}
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impl Collidable for Pacman {
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fn position(&self) -> crate::entity::traversal::Position {
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self.traverser.position
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}
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}
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