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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",
|
||||||
|
]
|
||||||
15
Cargo.lock
generated
@@ -2,13 +2,6 @@
|
|||||||
# It is not intended for manual editing.
|
# It is not intended for manual editing.
|
||||||
version = 3
|
version = 3
|
||||||
|
|
||||||
[[package]]
|
|
||||||
name = "Pac-Man"
|
|
||||||
version = "0.1.0"
|
|
||||||
dependencies = [
|
|
||||||
"sdl2",
|
|
||||||
]
|
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "bitflags"
|
name = "bitflags"
|
||||||
version = "1.3.2"
|
version = "1.3.2"
|
||||||
@@ -33,6 +26,14 @@ version = "0.2.147"
|
|||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "b4668fb0ea861c1df094127ac5f1da3409a82116a4ba74fca2e58ef927159bb3"
|
checksum = "b4668fb0ea861c1df094127ac5f1da3409a82116a4ba74fca2e58ef927159bb3"
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "pacman"
|
||||||
|
version = "0.1.0"
|
||||||
|
dependencies = [
|
||||||
|
"lazy_static",
|
||||||
|
"sdl2",
|
||||||
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "sdl2"
|
name = "sdl2"
|
||||||
version = "0.35.2"
|
version = "0.35.2"
|
||||||
|
|||||||
@@ -1,9 +1,10 @@
|
|||||||
[package]
|
[package]
|
||||||
name = "Pac-Man"
|
name = "pacman"
|
||||||
version = "0.1.0"
|
version = "0.1.0"
|
||||||
edition = "2021"
|
edition = "2021"
|
||||||
|
|
||||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||||
|
|
||||||
[dependencies]
|
[dependencies]
|
||||||
|
lazy_static = "1.4.0"
|
||||||
sdl2 = { version = "0.35", features = ["image", "ttf", "mixer"] }
|
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.
|
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.
|
at.
|
||||||
|
|
||||||
## Feature Targets
|
## Feature Targets
|
||||||
@@ -10,3 +10,57 @@ at.
|
|||||||
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors.
|
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors.
|
||||||
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly.
|
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly.
|
||||||
- Online demo, playable in a browser.
|
- 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
SDL2_image.dll
BIN
SDL2_mixer.dll
BIN
SDL2_ttf.dll
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 |
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
|
||||||
4
build.sh
Normal file → Executable file
@@ -5,6 +5,6 @@ cargo build --target=wasm32-unknown-emscripten --release
|
|||||||
|
|
||||||
mkdir -p dist
|
mkdir -p dist
|
||||||
|
|
||||||
cp target/wasm32-unknown-emscripten/release/rust_sdl2_wasm.wasm dist
|
cp target/wasm32-unknown-emscripten/release/Pac_Man.wasm dist
|
||||||
cp target/wasm32-unknown-emscripten/release/rust-sdl2-wasm.js dist
|
cp target/wasm32-unknown-emscripten/release/Pac-Man.js dist
|
||||||
cp index.html 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)();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
src/entity.rs
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
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);
|
||||||
|
fn internal_position(&self) -> (u32, u32);
|
||||||
|
// Tick the entity (move it, perform collision checks, etc)
|
||||||
|
fn tick(&mut self);
|
||||||
|
}
|
||||||
120
src/game.rs
Normal file
@@ -0,0 +1,120 @@
|
|||||||
|
use sdl2::image::LoadTexture;
|
||||||
|
use sdl2::keyboard::Keycode;
|
||||||
|
use sdl2::render::{Texture, TextureCreator};
|
||||||
|
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(Some(Game::cell_to_pixel((1, 4))), 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 cell_to_pixel(cell: (u32, u32)) -> (i32, i32) {
|
||||||
|
((cell.0 as i32 * 24), ((cell.1) as i32 * 24))
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn keyboard_event(&mut self, keycode: Keycode) {
|
||||||
|
match keycode {
|
||||||
|
Keycode::D => {
|
||||||
|
self.pacman.next_direction = Some(Direction::Right);
|
||||||
|
}
|
||||||
|
Keycode::A => {
|
||||||
|
self.pacman.next_direction = Some(Direction::Left);
|
||||||
|
}
|
||||||
|
Keycode::W => {
|
||||||
|
self.pacman.next_direction = Some(Direction::Up);
|
||||||
|
}
|
||||||
|
Keycode::S => {
|
||||||
|
self.pacman.next_direction = Some(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 mut color = None;
|
||||||
|
|
||||||
|
if (x, y) == self.pacman.cell_position() {
|
||||||
|
self.draw_cell((x, y), Color::CYAN);
|
||||||
|
} else {
|
||||||
|
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.draw_cell((x, y), color);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
self.canvas.present();
|
||||||
|
}
|
||||||
|
|
||||||
|
fn draw_cell(&mut self, cell: (u32, u32), color: Color) {
|
||||||
|
self.canvas.set_draw_color(color);
|
||||||
|
self.canvas
|
||||||
|
.draw_rect(sdl2::rect::Rect::new(
|
||||||
|
cell.0 as i32 * 24,
|
||||||
|
cell.1 as i32 * 24,
|
||||||
|
24,
|
||||||
|
24,
|
||||||
|
))
|
||||||
|
.expect("Could not draw rectangle");
|
||||||
|
}
|
||||||
|
}
|
||||||
88
src/main.rs
@@ -1,45 +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::pixels::Color;
|
||||||
use sdl2::event::Event;
|
use sdl2::render::{Canvas, Texture};
|
||||||
use sdl2::image::LoadTexture;
|
use std::time::{Duration, Instant};
|
||||||
use sdl2::keyboard::{Keycode, Mod};
|
|
||||||
use std::time::Duration;
|
#[cfg(target_os = "emscripten")]
|
||||||
use crate::constants::{WINDOW_WIDTH, WINDOW_HEIGHT};
|
pub mod emscripten;
|
||||||
|
|
||||||
mod constants;
|
mod constants;
|
||||||
mod board;
|
mod direction;
|
||||||
mod game;
|
mod game;
|
||||||
|
mod pacman;
|
||||||
|
mod entity;
|
||||||
|
mod animation;
|
||||||
|
|
||||||
pub fn main() {
|
pub fn main() {
|
||||||
let sdl_context = sdl2::init().unwrap();
|
let sdl_context = sdl2::init().unwrap();
|
||||||
let video_subsystem = sdl_context.video().unwrap();
|
let video_subsystem = sdl_context.video().unwrap();
|
||||||
|
|
||||||
let window = video_subsystem.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
|
let window = video_subsystem
|
||||||
|
.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
|
||||||
.position_centered()
|
.position_centered()
|
||||||
.build()
|
.build()
|
||||||
.expect("Could not initialize window");
|
.expect("Could not initialize window");
|
||||||
|
|
||||||
let mut canvas = window.into_canvas().build().expect("Could not build canvas");
|
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 texture_creator = canvas.texture_creator();
|
||||||
|
let mut game = Game::new(&mut canvas, &texture_creator);
|
||||||
|
|
||||||
let map_texture = texture_creator.load_texture("assets/map.png").expect("Could not load pacman texture");
|
let mut event_pump = sdl_context
|
||||||
canvas.copy(&map_texture, None, None).expect("Could not render texture on canvas");
|
.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();
|
||||||
|
|
||||||
let mut event_pump = sdl_context.event_pump().expect("Could not get SDL EventPump");
|
|
||||||
'main: loop {
|
|
||||||
for event in event_pump.poll_iter() {
|
for event in event_pump.poll_iter() {
|
||||||
match event {
|
match event {
|
||||||
Event::Quit { .. } |
|
// Handle quitting keys or window close
|
||||||
Event::KeyDown { keycode: Some(Keycode::Q), .. } => {
|
Event::Quit { .. }
|
||||||
break 'main;
|
| Event::KeyDown {
|
||||||
}
|
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
|
||||||
event @ Event::KeyDown { .. } => {
|
..
|
||||||
println!("{:?}", event);
|
} => return false,
|
||||||
|
Event::KeyDown { keycode , .. } => {
|
||||||
|
game.keyboard_event(keycode.unwrap());
|
||||||
},
|
},
|
||||||
_ => {}
|
_ => {}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
canvas.present();
|
game.tick();
|
||||||
::std::thread::sleep(Duration::from_millis(10));
|
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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
80
src/pacman.rs
Normal file
@@ -0,0 +1,80 @@
|
|||||||
|
use sdl2::{
|
||||||
|
render::{Canvas, Texture},
|
||||||
|
video::Window,
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::{animation::AnimatedTexture, direction::Direction, entity::Entity, constants::CELL_SIZE};
|
||||||
|
|
||||||
|
pub struct Pacman<'a> {
|
||||||
|
// Absolute position on the board (precise)
|
||||||
|
pub position: (i32, i32),
|
||||||
|
pub direction: Direction,
|
||||||
|
pub next_direction: Option<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,
|
||||||
|
next_direction: None,
|
||||||
|
speed: 2,
|
||||||
|
sprite: AnimatedTexture::new(atlas, 4, 3, 32, 32, Some((-4, -4))),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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 / CELL_SIZE, y as u32 / CELL_SIZE)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn internal_position(&self) -> (u32, u32) {
|
||||||
|
let (x, y) = self.position();
|
||||||
|
(x as u32 % CELL_SIZE, y as u32 % CELL_SIZE)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn tick(&mut self) {
|
||||||
|
let can_change = self.internal_position() == (0, 0);
|
||||||
|
println!("{:?} ({:?})", self.internal_position(), can_change);
|
||||||
|
if can_change {
|
||||||
|
if let Some(direction) = self.next_direction {
|
||||||
|
self.direction = direction;
|
||||||
|
self.next_direction = None;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||