mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-09 14:07:57 -06:00
- Moved game logic from `game.rs` to `game/mod.rs` and `game/state.rs` for better organization. - Updated `App` to utilize the new `Game` struct and its state management. - Refactored error handling - Removed unused audio subsystem references
328 lines
12 KiB
Rust
328 lines
12 KiB
Rust
//! This module contains the main game logic and state.
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use glam::{UVec2, Vec2};
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use rand::{rngs::SmallRng, Rng, SeedableRng};
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use sdl2::{
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keyboard::Keycode,
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pixels::Color,
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render::{Canvas, RenderTarget, Texture, TextureCreator},
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video::WindowContext,
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};
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use crate::error::{EntityError, GameError, GameResult};
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use crate::entity::{
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collision::{Collidable, CollisionSystem, EntityId},
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ghost::{Ghost, GhostType},
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pacman::Pacman,
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r#trait::Entity,
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};
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pub mod state;
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use state::GameState;
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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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state: GameState,
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}
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impl Game {
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pub fn new(texture_creator: &'static TextureCreator<WindowContext>) -> GameResult<Game> {
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let state = GameState::new(texture_creator)?;
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Ok(Game { state })
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}
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pub fn keyboard_event(&mut self, keycode: Keycode) {
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self.state.pacman.handle_key(keycode);
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if keycode == Keycode::M {
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self.state.audio.set_mute(!self.state.audio.is_muted());
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}
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if keycode == Keycode::R {
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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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}
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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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pub fn tick(&mut self, dt: f32) {
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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: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &mut Texture) -> GameResult<()> {
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canvas
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.with_texture_canvas(backbuffer, |canvas| {
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canvas.set_draw_color(Color::BLACK);
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canvas.clear();
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self.state
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.map
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.render(canvas, &mut self.state.atlas, &mut self.state.map_texture);
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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
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for ghost in &self.state.ghosts {
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if let Err(e) = ghost.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
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tracing::error!("Failed to render ghost: {}", e);
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}
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}
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if let Err(e) = self.state.pacman.render(canvas, &mut self.state.atlas, &self.state.map.graph) {
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tracing::error!("Failed to render pacman: {}", e);
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}
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})
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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Ok(())
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}
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pub fn present_backbuffer<T: RenderTarget>(
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&mut self,
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canvas: &mut Canvas<T>,
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backbuffer: &Texture,
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cursor_pos: glam::Vec2,
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) -> GameResult<()> {
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canvas
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.copy(backbuffer, None, None)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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if self.state.debug_mode {
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if let Err(e) =
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self.state
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.map
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.debug_render_with_cursor(canvas, &mut self.state.text_texture, &mut self.state.atlas, cursor_pos)
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{
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tracing::error!("Failed to render debug cursor: {}", e);
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}
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self.render_pathfinding_debug(canvas)?;
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}
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self.draw_hud(canvas)?;
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canvas.present();
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Ok(())
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}
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/// Renders pathfinding debug lines from each ghost to Pac-Man.
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///
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/// Each ghost's path is drawn in its respective color with a small offset
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/// to prevent overlapping lines.
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fn render_pathfinding_debug<T: RenderTarget>(&self, canvas: &mut Canvas<T>) -> GameResult<()> {
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let pacman_node = self.state.pacman.current_node_id();
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for ghost in self.state.ghosts.iter() {
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if let Ok(path) = ghost.calculate_path_to_target(&self.state.map.graph, pacman_node) {
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if path.len() < 2 {
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continue; // Skip if path is too short
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}
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// Set the ghost's color
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canvas.set_draw_color(ghost.debug_color());
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// Calculate offset based on ghost index to prevent overlapping lines
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// let offset = (i as f32) * 2.0 - 3.0; // Offset range: -3.0 to 3.0
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// Calculate a consistent offset direction for the entire path
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// let first_node = self.map.graph.get_node(path[0]).unwrap();
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// let last_node = self.map.graph.get_node(path[path.len() - 1]).unwrap();
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// Use the overall direction from start to end to determine the perpendicular offset
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let offset = match ghost.ghost_type {
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GhostType::Blinky => Vec2::new(0.25, 0.5),
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GhostType::Pinky => Vec2::new(-0.25, -0.25),
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GhostType::Inky => Vec2::new(0.5, -0.5),
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GhostType::Clyde => Vec2::new(-0.5, 0.25),
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} * 5.0;
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// Calculate offset positions for all nodes using the same perpendicular direction
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let mut offset_positions = Vec::new();
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for &node_id in &path {
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let node = self
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.state
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.map
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.graph
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.get_node(node_id)
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.ok_or(GameError::Entity(EntityError::NodeNotFound(node_id)))?;
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let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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offset_positions.push(pos + offset);
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}
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// Draw lines between the offset positions
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for window in offset_positions.windows(2) {
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if let (Some(from), Some(to)) = (window.first(), window.get(1)) {
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// Skip if the distance is too far (used for preventing lines between tunnel portals)
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if from.distance_squared(*to) > (crate::constants::CELL_SIZE * 16).pow(2) as f32 {
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continue;
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}
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// Draw the line
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canvas
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.draw_line((from.x as i32, from.y as i32), (to.x as i32, to.y as i32))
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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}
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}
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}
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}
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Ok(())
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}
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fn draw_hud<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>) -> GameResult<()> {
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let lives = 3;
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let score_text = format!("{:02}", self.state.score);
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let x_offset = 4;
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let y_offset = 2;
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let lives_offset = 3;
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let score_offset = 7 - (score_text.len() as i32);
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self.state.text_texture.set_scale(1.0);
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if let Err(e) = self.state.text_texture.render(
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canvas,
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&mut self.state.atlas,
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&format!("{lives}UP HIGH SCORE "),
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UVec2::new(8 * lives_offset as u32 + x_offset, y_offset),
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) {
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tracing::error!("Failed to render HUD text: {}", e);
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}
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if let Err(e) = self.state.text_texture.render(
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canvas,
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&mut self.state.atlas,
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&score_text,
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UVec2::new(8 * score_offset as u32 + x_offset, 8 + y_offset),
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) {
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tracing::error!("Failed to render score text: {}", e);
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}
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// Display FPS information in top-left corner
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// let fps_text = format!("FPS: {:.1} (1s) / {:.1} (10s)", self.fps_1s, self.fps_10s);
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// self.render_text_on(
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// canvas,
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// &*texture_creator,
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// &fps_text,
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// IVec2::new(10, 10),
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// Color::RGB(255, 255, 0), // Yellow color for FPS display
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// );
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Ok(())
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}
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}
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