Files
Pac-Man/src/entity.rs

171 lines
5.2 KiB
Rust

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<Direction>) -> IVec2;
fn is_wall_ahead(&self, direction: Option<Direction>) -> 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<RefCell<Map>>,
}
impl MovableEntity {
pub fn new(
pixel_position: IVec2,
cell_position: UVec2,
direction: Direction,
speed: u32,
modulation: SimpleTickModulator,
map: Rc<RefCell<Map>>,
) -> 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<Direction>) -> 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<Direction>) -> 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<sdl2::video::Window>);
}