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4
.cargo/config.toml
Normal file
@@ -0,0 +1,4 @@
|
||||
[target.wasm32-unknown-emscripten]
|
||||
rustflags = [
|
||||
"--use-preload-plugins --preload-file assets -s USE_SDL=2 -s USE_SDL_IMAGE=2 -s ASSERTIONS=1",
|
||||
]
|
||||
28
.github/workflows/deploy.yaml
vendored
Normal file
@@ -0,0 +1,28 @@
|
||||
name: Github Pages
|
||||
|
||||
on: [push]
|
||||
|
||||
permissions:
|
||||
contents: write
|
||||
|
||||
jobs:
|
||||
build-github-pages:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2 # repo checkout
|
||||
- uses: mymindstorm/setup-emsdk@v11 # setup emscripten toolchain
|
||||
# with:
|
||||
# version: 3.1.35
|
||||
- uses: actions-rs/toolchain@v1 # get rust toolchain for wasm
|
||||
with:
|
||||
toolchain: stable
|
||||
target: wasm32-unknown-emscripten
|
||||
override: true
|
||||
- name: Rust Cache # cache the rust build artefacts
|
||||
uses: Swatinem/rust-cache@v1
|
||||
- name: Build # build
|
||||
run: ./build.sh
|
||||
- name: Deploy
|
||||
uses: JamesIves/github-pages-deploy-action@v4
|
||||
with:
|
||||
folder: dist
|
||||
2
.gitignore
vendored
Normal file
@@ -0,0 +1,2 @@
|
||||
/target
|
||||
.idea
|
||||
64
Cargo.lock
generated
Normal file
@@ -0,0 +1,64 @@
|
||||
# This file is automatically @generated by Cargo.
|
||||
# It is not intended for manual editing.
|
||||
version = 3
|
||||
|
||||
[[package]]
|
||||
name = "bitflags"
|
||||
version = "1.3.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "bef38d45163c2f1dde094a7dfd33ccf595c92905c8f8f4fdc18d06fb1037718a"
|
||||
|
||||
[[package]]
|
||||
name = "cfg-if"
|
||||
version = "1.0.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
|
||||
|
||||
[[package]]
|
||||
name = "lazy_static"
|
||||
version = "1.4.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "e2abad23fbc42b3700f2f279844dc832adb2b2eb069b2df918f455c4e18cc646"
|
||||
|
||||
[[package]]
|
||||
name = "libc"
|
||||
version = "0.2.147"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "b4668fb0ea861c1df094127ac5f1da3409a82116a4ba74fca2e58ef927159bb3"
|
||||
|
||||
[[package]]
|
||||
name = "pacman"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"lazy_static",
|
||||
"sdl2",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "sdl2"
|
||||
version = "0.35.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "f7959277b623f1fb9e04aea73686c3ca52f01b2145f8ea16f4ff30d8b7623b1a"
|
||||
dependencies = [
|
||||
"bitflags",
|
||||
"lazy_static",
|
||||
"libc",
|
||||
"sdl2-sys",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "sdl2-sys"
|
||||
version = "0.35.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "e3586be2cf6c0a8099a79a12b4084357aa9b3e0b0d7980e3b67aaf7a9d55f9f0"
|
||||
dependencies = [
|
||||
"cfg-if",
|
||||
"libc",
|
||||
"version-compare",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "version-compare"
|
||||
version = "0.1.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "579a42fc0b8e0c63b76519a339be31bed574929511fa53c1a3acae26eb258f29"
|
||||
10
Cargo.toml
Normal file
@@ -0,0 +1,10 @@
|
||||
[package]
|
||||
name = "pacman"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
lazy_static = "1.4.0"
|
||||
sdl2 = { version = "0.35", features = ["image", "ttf", "mixer"] }
|
||||
35
IMPLEMENTATION.md
Normal file
@@ -0,0 +1,35 @@
|
||||
# Implementation
|
||||
|
||||
A document detailing the implementation the project from rendering, to game logic, to build systems.
|
||||
|
||||
## Rendering
|
||||
|
||||
1. Map
|
||||
- May require procedural text generation later on (cacheable?)
|
||||
2. Pacman
|
||||
3. Ghosts
|
||||
- Requires colors
|
||||
4. Items
|
||||
5. Interface
|
||||
- Requires fonts
|
||||
|
||||
## Grid System
|
||||
|
||||
1. How does the grid system work?
|
||||
|
||||
The grid is 28 x 36 (although, the map texture is 28 x 37), and each cell is 24x24 (pixels).
|
||||
Many of the walls in the map texture only occupy a portion of the cell, so some items are able to render across multiple cells.
|
||||
24x24 assets include pellets, the energizer, and the map itself ()
|
||||
|
||||
2. What constraints must be enforced on Ghosts and PacMan?
|
||||
|
||||
3. How do movement transitions work?
|
||||
|
||||
All entities store a precise position, and a direction. This position is only used for animation, rendering, and collision purposes. Otherwise, a separate 'cell position' (which is 24 times less precise, owing to the fact that it is based on the entity's position within the grid).
|
||||
|
||||
When an entity is transitioning between cells, movement directions are acknowledged, but won't take effect until the next cell has been entered completely.
|
||||
|
||||
4. Between transitions, how does collision detection work?
|
||||
|
||||
It appears the original implementation used cell-level detection.
|
||||
I worry this may be prone to division errors. Make sure to use rounding (50% >=).
|
||||
56
README.md
@@ -2,7 +2,7 @@
|
||||
|
||||
If the title doesn't clue you in, I'm remaking Pac-Man with SDL and Rust.
|
||||
|
||||
The project is *extremely* early in development, but check back in a week, and maybe I'll have something cool to look
|
||||
The project is _extremely_ early in development, but check back in a week, and maybe I'll have something cool to look
|
||||
at.
|
||||
|
||||
## Feature Targets
|
||||
@@ -10,3 +10,57 @@ at.
|
||||
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors.
|
||||
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly.
|
||||
- Online demo, playable in a browser.
|
||||
- Automatic build system, with releases for Windows, Linux, and Mac & Web-Assembly.
|
||||
- Debug tooling
|
||||
- Game state visualization
|
||||
- Game speed controls + pausing
|
||||
- Log tracing
|
||||
- Performance details
|
||||
|
||||
## Experimental Ideas
|
||||
|
||||
- Perfected Ghost Algorithms
|
||||
- More than 4 ghosts
|
||||
- Custom Level Generation
|
||||
- Multi-map tunnelling
|
||||
|
||||
## Installation
|
||||
|
||||
Besides SDL2, the following extensions are required: Image, Mixer, and TTF.
|
||||
|
||||
### Ubuntu
|
||||
|
||||
On Ubuntu, you can install the required packages with the following command:
|
||||
|
||||
```
|
||||
sudo apt install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev
|
||||
```
|
||||
|
||||
### Windows
|
||||
|
||||
On Windows, installation requires either building from source (not covered), or downloading the pre-built binaries.
|
||||
|
||||
The latest releases can be found here:
|
||||
|
||||
- [SDL2](https://github.com/libsdl-org/SDL/releases/latest/)
|
||||
- [SDL2_image](https://github.com/libsdl-org/SDL_image/releases/latest/)
|
||||
- [SDL2_mixer](https://github.com/libsdl-org/SDL_mixer/releases/latest/)
|
||||
- [SDL2_ttf](https://github.com/libsdl-org/SDL_ttf/releases/latest/)
|
||||
|
||||
Download each for your architecture, and locate the appropriately named DLL within. Move said DLL to root of this project.
|
||||
|
||||
## Building
|
||||
|
||||
To build the project, run the following command:
|
||||
|
||||
```
|
||||
cargo build
|
||||
```
|
||||
|
||||
During development, you can easily run the project with:
|
||||
|
||||
```
|
||||
cargo run
|
||||
cargo run -q # Quiet mode, no logging
|
||||
cargo run --release # Release mode, optimized
|
||||
```
|
||||
BIN
assets/24/energizer.png
Normal file
|
After Width: | Height: | Size: 174 B |
BIN
assets/24/pellet.png
Normal file
|
After Width: | Height: | Size: 158 B |
BIN
assets/32/fruit.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
BIN
assets/32/game_over.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
BIN
assets/32/ghost_body.png
Normal file
|
After Width: | Height: | Size: 528 B |
BIN
assets/32/ghost_eyes.png
Normal file
|
After Width: | Height: | Size: 394 B |
BIN
assets/32/life.png
Normal file
|
After Width: | Height: | Size: 228 B |
BIN
assets/32/pacman.png
Normal file
|
After Width: | Height: | Size: 370 B |
BIN
assets/door.png
Normal file
|
After Width: | Height: | Size: 90 B |
BIN
assets/map.png
Normal file
|
After Width: | Height: | Size: 28 KiB |
7
build.ps1
Normal file
@@ -0,0 +1,7 @@
|
||||
& cargo build --target=wasm32-unknown-emscripten --release
|
||||
|
||||
mkdir -p dist -Force
|
||||
|
||||
cp ./target/wasm32-unknown-emscripten/release/Pac_Man.wasm ./dist
|
||||
cp ./target/wasm32-unknown-emscripten/release/Pac-Man.js ./dist
|
||||
cp index.html dist
|
||||
10
build.sh
Executable file
@@ -0,0 +1,10 @@
|
||||
#!/bin/sh
|
||||
set -eux
|
||||
|
||||
cargo build --target=wasm32-unknown-emscripten --release
|
||||
|
||||
mkdir -p dist
|
||||
|
||||
cp target/wasm32-unknown-emscripten/release/Pac_Man.wasm dist
|
||||
cp target/wasm32-unknown-emscripten/release/Pac-Man.js dist
|
||||
cp index.html dist
|
||||
21
index.html
Normal file
@@ -0,0 +1,21 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
|
||||
</head>
|
||||
<body>
|
||||
<canvas id="canvas"></canvas>
|
||||
<script type="text/javascript">
|
||||
let Module = {
|
||||
canvas: (function () {
|
||||
// this is how we provide a canvas to our sdl2
|
||||
return document.getElementById("canvas");
|
||||
})(),
|
||||
preRun: [function () {
|
||||
ENV.RUST_LOG = "info,wgpu=warn"
|
||||
}]
|
||||
};
|
||||
</script>
|
||||
<script src="Pac-Man.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
98
src/animation.rs
Normal file
@@ -0,0 +1,98 @@
|
||||
use sdl2::{
|
||||
rect::Rect,
|
||||
render::{Canvas, Texture},
|
||||
video::Window,
|
||||
};
|
||||
|
||||
use crate::direction::Direction;
|
||||
|
||||
pub struct AnimatedTexture<'a> {
|
||||
raw_texture: Texture<'a>,
|
||||
ticker: u32,
|
||||
reversed: bool,
|
||||
offset: (i32, i32),
|
||||
ticks_per_frame: u32,
|
||||
frame_count: u32,
|
||||
frame_width: u32,
|
||||
frame_height: u32,
|
||||
}
|
||||
|
||||
impl<'a> AnimatedTexture<'a> {
|
||||
pub fn new(
|
||||
texture: Texture<'a>,
|
||||
ticks_per_frame: u32,
|
||||
frame_count: u32,
|
||||
frame_width: u32,
|
||||
frame_height: u32,
|
||||
offset: Option<(i32, i32)>,
|
||||
) -> Self {
|
||||
AnimatedTexture {
|
||||
raw_texture: texture,
|
||||
ticker: 0,
|
||||
reversed: false,
|
||||
ticks_per_frame,
|
||||
frame_count,
|
||||
frame_width,
|
||||
frame_height,
|
||||
offset: offset.unwrap_or((0, 0)),
|
||||
}
|
||||
}
|
||||
|
||||
fn current_frame(&self) -> u32 {
|
||||
self.ticker / self.ticks_per_frame
|
||||
}
|
||||
|
||||
fn next_frame(&mut self) {
|
||||
if self.reversed {
|
||||
self.ticker -= 1;
|
||||
|
||||
if self.ticker == 0 {
|
||||
self.reversed = !self.reversed;
|
||||
}
|
||||
} else {
|
||||
self.ticker += 1;
|
||||
|
||||
if self.ticker + 1 == self.ticks_per_frame * self.frame_count {
|
||||
self.reversed = !self.reversed;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn get_frame_rect(&self) -> Rect {
|
||||
Rect::new(
|
||||
self.current_frame() as i32 * self.frame_width as i32,
|
||||
0,
|
||||
self.frame_width,
|
||||
self.frame_height,
|
||||
)
|
||||
}
|
||||
|
||||
pub fn render(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<Window>,
|
||||
position: (i32, i32),
|
||||
direction: Direction,
|
||||
) {
|
||||
let frame_rect = self.get_frame_rect();
|
||||
let position_rect = Rect::new(
|
||||
position.0 + self.offset.0,
|
||||
position.1 + self.offset.1,
|
||||
self.frame_width,
|
||||
self.frame_height,
|
||||
);
|
||||
|
||||
canvas
|
||||
.copy_ex(
|
||||
&self.raw_texture,
|
||||
Some(frame_rect),
|
||||
Some(position_rect),
|
||||
direction.angle(),
|
||||
None,
|
||||
false,
|
||||
false,
|
||||
)
|
||||
.expect("Could not render texture on canvas");
|
||||
|
||||
self.next_frame();
|
||||
}
|
||||
}
|
||||
0
src/board.rs
Normal file
95
src/constants.rs
Normal file
@@ -0,0 +1,95 @@
|
||||
use lazy_static::lazy_static;
|
||||
|
||||
pub const BOARD_WIDTH: u32 = 28;
|
||||
pub const BOARD_HEIGHT: u32 = 37; // Adjusted to fit map texture?
|
||||
pub const CELL_SIZE: u32 = 24;
|
||||
|
||||
pub const WINDOW_WIDTH: u32 = CELL_SIZE * BOARD_WIDTH;
|
||||
pub const WINDOW_HEIGHT: u32 = CELL_SIZE * BOARD_HEIGHT;
|
||||
|
||||
#[derive(Debug, Copy, Clone, PartialEq)]
|
||||
pub enum MapTile {
|
||||
Empty,
|
||||
Wall,
|
||||
Pellet,
|
||||
PowerPellet,
|
||||
StartingPosition(u8),
|
||||
}
|
||||
|
||||
pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
|
||||
" ",
|
||||
" ",
|
||||
" ",
|
||||
"############################",
|
||||
"#............##............#",
|
||||
"#.####.#####.##.#####.####.#",
|
||||
"#o####.#####.##.#####.####o#",
|
||||
"#.####.#####.##.#####.####.#",
|
||||
"#..........................#",
|
||||
"#.####.##.########.##.####.#",
|
||||
"#.####.##.########.##.####.#",
|
||||
"#......##....##....##......#",
|
||||
"######.##### ## #####.######",
|
||||
" #.##### ## #####.# ",
|
||||
" #.## 1 ##.# ",
|
||||
" #.## ###==### ##.# ",
|
||||
"######.## # # ##.######",
|
||||
" . #2 3 4 # . ",
|
||||
"######.## # # ##.######",
|
||||
" #.## ######## ##.# ",
|
||||
" #.## ##.# ",
|
||||
" #.## ######## ##.# ",
|
||||
"######.## ######## ##.######",
|
||||
"#............##............#",
|
||||
"#.####.#####.##.#####.####.#",
|
||||
"#.####.#####.##.#####.####.#",
|
||||
"#o..##.......0 .......##..o#",
|
||||
"###.##.##.########.##.##.###",
|
||||
"###.##.##.########.##.##.###",
|
||||
"#......##....##....##......#",
|
||||
"#.##########.##.##########.#",
|
||||
"#.##########.##.##########.#",
|
||||
"#..........................#",
|
||||
"############################",
|
||||
" ",
|
||||
" ",
|
||||
" ",
|
||||
];
|
||||
|
||||
lazy_static! {
|
||||
pub static ref BOARD: [[MapTile; BOARD_HEIGHT as usize]; BOARD_HEIGHT as usize] = {
|
||||
let mut board = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_HEIGHT as usize];
|
||||
|
||||
for y in 0..BOARD_HEIGHT as usize {
|
||||
let line = RAW_BOARD[y];
|
||||
|
||||
for x in 0..BOARD_WIDTH as usize {
|
||||
if x >= line.len() {
|
||||
break;
|
||||
}
|
||||
|
||||
let i = (y * (BOARD_WIDTH as usize) + x) as usize;
|
||||
let character = line
|
||||
.chars()
|
||||
.nth(x as usize)
|
||||
.unwrap_or_else(|| panic!("Could not get character at {} = ({}, {})", i, x, y));
|
||||
|
||||
let tile = match character {
|
||||
'#' => MapTile::Wall,
|
||||
'.' => MapTile::Pellet,
|
||||
'o' => MapTile::PowerPellet,
|
||||
' ' => MapTile::Empty,
|
||||
c @ '0' | c @ '1' | c @ '2' | c @ '3' | c @ '4' => {
|
||||
MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)
|
||||
},
|
||||
'=' => MapTile::Empty,
|
||||
_ => panic!("Unknown character in board: {}", character),
|
||||
};
|
||||
|
||||
board[x as usize][y as usize] = tile;
|
||||
}
|
||||
}
|
||||
|
||||
board
|
||||
};
|
||||
}
|
||||
18
src/direction.rs
Normal file
@@ -0,0 +1,18 @@
|
||||
#[derive(Debug, Copy, Clone, PartialEq)]
|
||||
pub enum Direction {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right,
|
||||
}
|
||||
|
||||
impl Direction {
|
||||
pub fn angle(&self) -> f64 {
|
||||
match self {
|
||||
Direction::Right => 0f64,
|
||||
Direction::Down => 90f64,
|
||||
Direction::Left => 180f64,
|
||||
Direction::Up => 270f64,
|
||||
}
|
||||
}
|
||||
}
|
||||
44
src/emscripten.rs
Normal file
@@ -0,0 +1,44 @@
|
||||
// taken from https://github.com/Gigoteur/PX8/blob/master/src/px8/emscripten.rs
|
||||
#[cfg(target_os = "emscripten")]
|
||||
pub mod emscripten {
|
||||
use std::cell::RefCell;
|
||||
use std::ptr::null_mut;
|
||||
use std::os::raw::{c_int, c_void, c_char, c_float};
|
||||
use std::ffi::{CStr, CString};
|
||||
|
||||
#[allow(non_camel_case_types)]
|
||||
type em_callback_func = unsafe extern "C" fn();
|
||||
|
||||
extern "C" {
|
||||
// void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop)
|
||||
pub fn emscripten_set_main_loop(func: em_callback_func,
|
||||
fps: c_int,
|
||||
simulate_infinite_loop: c_int);
|
||||
|
||||
pub fn emscripten_cancel_main_loop();
|
||||
pub fn emscripten_pause_main_loop();
|
||||
pub fn emscripten_get_now() -> c_float;
|
||||
}
|
||||
|
||||
thread_local!(static MAIN_LOOP_CALLBACK: RefCell<*mut c_void> = RefCell::new(null_mut()));
|
||||
|
||||
pub fn set_main_loop_callback<F>(callback: F)
|
||||
where F: FnMut()
|
||||
{
|
||||
MAIN_LOOP_CALLBACK
|
||||
.with(|log| { *log.borrow_mut() = &callback as *const _ as *mut c_void; });
|
||||
|
||||
unsafe {
|
||||
emscripten_set_main_loop(wrapper::<F>, -1, 1);
|
||||
}
|
||||
|
||||
unsafe extern "C" fn wrapper<F>()
|
||||
where F: FnMut()
|
||||
{
|
||||
MAIN_LOOP_CALLBACK.with(|z| {
|
||||
let closure = *z.borrow_mut() as *mut F;
|
||||
(*closure)();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
10
src/entity.rs
Normal file
@@ -0,0 +1,10 @@
|
||||
pub trait Entity {
|
||||
// Returns true if the entity is colliding with the other entity
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool;
|
||||
// Returns the absolute position of the entity
|
||||
fn position(&self) -> (i32, i32);
|
||||
// Returns the cell position of the entity (XY position within the grid)
|
||||
fn cell_position(&self) -> (u32, u32);
|
||||
// Tick the entity (move it, perform collision checks, etc)
|
||||
fn tick(&mut self);
|
||||
}
|
||||
99
src/game.rs
Normal file
@@ -0,0 +1,99 @@
|
||||
use sdl2::image::LoadTexture;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::render::{TextureCreator, Texture};
|
||||
use sdl2::video::WindowContext;
|
||||
use sdl2::{pixels::Color, render::Canvas, video::Window};
|
||||
|
||||
use crate::constants::{MapTile, BOARD, BOARD_HEIGHT, BOARD_WIDTH};
|
||||
use crate::direction::Direction;
|
||||
use crate::entity::Entity;
|
||||
use crate::pacman::{Pacman};
|
||||
|
||||
pub struct Game<'a> {
|
||||
canvas: &'a mut Canvas<Window>,
|
||||
map_texture: Texture<'a>,
|
||||
pacman: Pacman<'a>,
|
||||
debug: bool,
|
||||
}
|
||||
|
||||
impl Game<'_> {
|
||||
pub fn new<'a>(
|
||||
canvas: &'a mut Canvas<Window>,
|
||||
texture_creator: &'a TextureCreator<WindowContext>,
|
||||
) -> Game<'a> {
|
||||
let pacman_atlas = texture_creator
|
||||
.load_texture("assets/32/pacman.png")
|
||||
.expect("Could not load pacman texture");
|
||||
let pacman = Pacman::new(None, pacman_atlas);
|
||||
|
||||
Game {
|
||||
canvas,
|
||||
pacman: pacman,
|
||||
debug: false,
|
||||
map_texture: texture_creator
|
||||
.load_texture("assets/map.png")
|
||||
.expect("Could not load pacman texture"),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn keyboard_event(&mut self, keycode: Keycode) {
|
||||
match keycode {
|
||||
Keycode::D => {
|
||||
self.pacman.direction = Direction::Right;
|
||||
}
|
||||
Keycode::A => {
|
||||
self.pacman.direction = Direction::Left;
|
||||
}
|
||||
Keycode::W => {
|
||||
self.pacman.direction = Direction::Up;
|
||||
}
|
||||
Keycode::S => {
|
||||
self.pacman.direction = Direction::Down;
|
||||
}
|
||||
Keycode::Space => {
|
||||
self.debug = !self.debug;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn tick(&mut self) {
|
||||
self.pacman.tick();
|
||||
}
|
||||
|
||||
pub fn draw(&mut self) {
|
||||
// Clear the screen (black)
|
||||
self.canvas.set_draw_color(Color::RGB(0, 0, 0));
|
||||
self.canvas.clear();
|
||||
|
||||
self.canvas
|
||||
.copy(&self.map_texture, None, None)
|
||||
.expect("Could not render texture on canvas");
|
||||
|
||||
// Render the pacman
|
||||
self.pacman.render(self.canvas);
|
||||
|
||||
// Draw a grid
|
||||
if self.debug {
|
||||
for x in 0..BOARD_WIDTH {
|
||||
for y in 0..BOARD_HEIGHT {
|
||||
let tile = BOARD[x as usize][y as usize];
|
||||
let color = match tile {
|
||||
MapTile::Empty => None,
|
||||
MapTile::Wall => Some(Color::BLUE),
|
||||
MapTile::Pellet => Some(Color::RED),
|
||||
MapTile::PowerPellet => Some(Color::MAGENTA),
|
||||
MapTile::StartingPosition(_) => Some(Color::GREEN),
|
||||
};
|
||||
|
||||
if let Some(color) = color {
|
||||
self.canvas.set_draw_color(color);
|
||||
self.canvas
|
||||
.draw_rect(sdl2::rect::Rect::new(x as i32 * 24, y as i32 * 24, 24, 24))
|
||||
.expect("Could not draw rectangle");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
93
src/main.rs
Normal file
@@ -0,0 +1,93 @@
|
||||
use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
|
||||
use crate::game::Game;
|
||||
use sdl2::event::{Event};
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
#[cfg(target_os = "emscripten")]
|
||||
pub mod emscripten;
|
||||
|
||||
mod constants;
|
||||
mod direction;
|
||||
mod game;
|
||||
mod pacman;
|
||||
mod entity;
|
||||
mod animation;
|
||||
|
||||
pub fn main() {
|
||||
let sdl_context = sdl2::init().unwrap();
|
||||
let video_subsystem = sdl_context.video().unwrap();
|
||||
|
||||
let window = video_subsystem
|
||||
.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
|
||||
.position_centered()
|
||||
.build()
|
||||
.expect("Could not initialize window");
|
||||
|
||||
let mut canvas = window
|
||||
.into_canvas()
|
||||
.accelerated()
|
||||
.build()
|
||||
.expect("Could not build canvas");
|
||||
|
||||
canvas
|
||||
.set_logical_size(WINDOW_WIDTH, WINDOW_HEIGHT)
|
||||
.expect("Could not set logical size");
|
||||
|
||||
let texture_creator = canvas.texture_creator();
|
||||
let mut game = Game::new(&mut canvas, &texture_creator);
|
||||
|
||||
let mut event_pump = sdl_context
|
||||
.event_pump()
|
||||
.expect("Could not get SDL EventPump");
|
||||
|
||||
game.draw();
|
||||
game.tick();
|
||||
|
||||
let loop_time = Duration::from_millis(1000 / 60);
|
||||
|
||||
let mut main_loop = || {
|
||||
let start = Instant::now();
|
||||
|
||||
for event in event_pump.poll_iter() {
|
||||
match event {
|
||||
// Handle quitting keys or window close
|
||||
Event::Quit { .. }
|
||||
| Event::KeyDown {
|
||||
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
|
||||
..
|
||||
} => return false,
|
||||
Event::KeyDown { keycode , .. } => {
|
||||
game.keyboard_event(keycode.unwrap());
|
||||
},
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
game.tick();
|
||||
game.draw();
|
||||
|
||||
if start.elapsed() < loop_time {
|
||||
::std::thread::sleep(loop_time - start.elapsed());
|
||||
} else {
|
||||
println!("Game loop behind schedule by: {:?}", start.elapsed() - loop_time);
|
||||
}
|
||||
|
||||
true
|
||||
};
|
||||
|
||||
#[cfg(target_os = "emscripten")]
|
||||
use emscripten::emscripten;
|
||||
|
||||
#[cfg(target_os = "emscripten")]
|
||||
emscripten::set_main_loop_callback(main_loop);
|
||||
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
loop {
|
||||
if !main_loop() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
64
src/pacman.rs
Normal file
@@ -0,0 +1,64 @@
|
||||
use sdl2::{
|
||||
render::{Canvas, Texture},
|
||||
video::Window,
|
||||
};
|
||||
|
||||
use crate::{animation::AnimatedTexture, direction::Direction, entity::Entity};
|
||||
|
||||
pub struct Pacman<'a> {
|
||||
// Absolute position on the board (precise)
|
||||
pub position: (i32, i32),
|
||||
pub direction: Direction,
|
||||
speed: u32,
|
||||
sprite: AnimatedTexture<'a>,
|
||||
}
|
||||
|
||||
impl Pacman<'_> {
|
||||
pub fn new<'a>(starting_position: Option<(i32, i32)>, atlas: Texture<'a>) -> Pacman<'a> {
|
||||
Pacman {
|
||||
position: starting_position.unwrap_or((0i32, 0i32)),
|
||||
direction: Direction::Right,
|
||||
speed: 2,
|
||||
sprite: AnimatedTexture::new(atlas, 4, 3, 32, 32),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
self.sprite.render(canvas, self.position, self.direction);
|
||||
}
|
||||
}
|
||||
|
||||
impl Entity for Pacman<'_> {
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
let (x, y) = self.position();
|
||||
let (other_x, other_y) = other.position();
|
||||
x == other_x && y == other_y
|
||||
}
|
||||
|
||||
fn position(&self) -> (i32, i32) {
|
||||
self.position
|
||||
}
|
||||
|
||||
fn cell_position(&self) -> (u32, u32) {
|
||||
let (x, y) = self.position();
|
||||
(x as u32 / 24, y as u32 / 24)
|
||||
}
|
||||
|
||||
fn tick(&mut self) {
|
||||
let speed = self.speed as i32;
|
||||
match self.direction {
|
||||
Direction::Right => {
|
||||
self.position.0 += speed;
|
||||
}
|
||||
Direction::Left => {
|
||||
self.position.0 -= speed;
|
||||
}
|
||||
Direction::Up => {
|
||||
self.position.1 -= speed;
|
||||
}
|
||||
Direction::Down => {
|
||||
self.position.1 += speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||