Compare commits
9 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| ccde1b6538 | |||
| d90785a61a | |||
| 227c603ffe | |||
| 361ff95f7f | |||
| f3fe1b783b | |||
| 570cee0f62 | |||
| 5b6fd34a6f | |||
| 973fa08ac9 | |||
| 4a1f565f72 |
@@ -1,28 +1,4 @@
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[target.wasm32-unknown-emscripten]
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rustflags = [
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"-C",
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"link-arg=-s",
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"-C",
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"link-arg=FULL_ES2",
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"-C",
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"link-arg=-s",
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"-C",
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"link-arg=FULL_ES3",
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"-C",
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"link-arg=-s",
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"-C",
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"link-arg=USE_SDL=2",
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"-C",
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"link-arg=-s",
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"-C",
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"link-arg=MAX_WEBGL_VERSION=2 ",
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"-C",
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"link-arg=-s",
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"-C",
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"link-arg=MIN_WEBGL_VERSION=2",
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"-C",
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"link-arg=-s",
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"-C",
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"link-arg=ERROR_ON_UNDEFINED_SYMBOLS=0", # for ignoring some egl symbols. needed for wgpu
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"--use-preload-plugins --preload-file assets -s USE_SDL=2 -s USE_SDL_IMAGE=2 -s ASSERTIONS=1",
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]
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15
Cargo.lock
generated
@@ -2,13 +2,6 @@
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# It is not intended for manual editing.
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version = 3
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[[package]]
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name = "Pac-Man"
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version = "0.1.0"
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dependencies = [
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"sdl2",
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]
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[[package]]
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name = "bitflags"
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version = "1.3.2"
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@@ -33,6 +26,14 @@ version = "0.2.147"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "b4668fb0ea861c1df094127ac5f1da3409a82116a4ba74fca2e58ef927159bb3"
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[[package]]
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name = "pacman"
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version = "0.1.0"
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dependencies = [
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"lazy_static",
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"sdl2",
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]
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[[package]]
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name = "sdl2"
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version = "0.35.2"
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@@ -1,9 +1,10 @@
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[package]
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name = "Pac-Man"
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name = "pacman"
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version = "0.1.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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lazy_static = "1.4.0"
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sdl2 = { version = "0.35", features = ["image", "ttf", "mixer"] }
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35
IMPLEMENTATION.md
Normal file
@@ -0,0 +1,35 @@
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# Implementation
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A document detailing the implementation the project from rendering, to game logic, to build systems.
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## Rendering
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1. Map
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- May require procedural text generation later on (cacheable?)
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2. Pacman
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3. Ghosts
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- Requires colors
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4. Items
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5. Interface
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- Requires fonts
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## Grid System
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1. How does the grid system work?
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The grid is 28 x 36 (although, the map texture is 28 x 37), and each cell is 24x24 (pixels).
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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.
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24x24 assets include pellets, the energizer, and the map itself ()
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2. What constraints must be enforced on Ghosts and PacMan?
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3. How do movement transitions work?
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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).
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When an entity is transitioning between cells, movement directions are acknowledged, but won't take effect until the next cell has been entered completely.
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4. Between transitions, how does collision detection work?
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It appears the original implementation used cell-level detection.
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I worry this may be prone to division errors. Make sure to use rounding (50% >=).
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58
README.md
@@ -2,11 +2,65 @@
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If the title doesn't clue you in, I'm remaking Pac-Man with SDL and Rust.
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The project is *extremely* early in development, but check back in a week, and maybe I'll have something cool to look
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The project is _extremely_ early in development, but check back in a week, and maybe I'll have something cool to look
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at.
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## Feature Targets
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- Near-perfect replication of logic, scoring, graphics, sound, and behaviors.
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- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly.
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- Online demo, playable in a browser.
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- Online demo, playable in a browser.
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- Automatic build system, with releases for Windows, Linux, and Mac & Web-Assembly.
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- Debug tooling
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- Game state visualization
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- Game speed controls + pausing
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- Log tracing
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- Performance details
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## Experimental Ideas
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- Perfected Ghost Algorithms
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- More than 4 ghosts
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- Custom Level Generation
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- Multi-map tunnelling
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## Installation
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Besides SDL2, the following extensions are required: Image, Mixer, and TTF.
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### Ubuntu
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On Ubuntu, you can install the required packages with the following command:
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```
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sudo apt install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev
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```
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### Windows
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On Windows, installation requires either building from source (not covered), or downloading the pre-built binaries.
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The latest releases can be found here:
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- [SDL2](https://github.com/libsdl-org/SDL/releases/latest/)
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- [SDL2_image](https://github.com/libsdl-org/SDL_image/releases/latest/)
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- [SDL2_mixer](https://github.com/libsdl-org/SDL_mixer/releases/latest/)
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- [SDL2_ttf](https://github.com/libsdl-org/SDL_ttf/releases/latest/)
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Download each for your architecture, and locate the appropriately named DLL within. Move said DLL to root of this project.
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## Building
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To build the project, run the following command:
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```
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cargo build
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```
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During development, you can easily run the project with:
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```
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cargo run
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cargo run -q # Quiet mode, no logging
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cargo run --release # Release mode, optimized
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```
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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
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After Width: | Height: | Size: 158 B |
BIN
assets/32/fruit.png
Normal file
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After Width: | Height: | Size: 1.5 KiB |
BIN
assets/32/game_over.png
Normal file
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After Width: | Height: | Size: 1.2 KiB |
BIN
assets/32/ghost_body.png
Normal file
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After Width: | Height: | Size: 528 B |
BIN
assets/32/ghost_eyes.png
Normal file
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After Width: | Height: | Size: 394 B |
BIN
assets/32/life.png
Normal file
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After Width: | Height: | Size: 228 B |
BIN
assets/32/pacman.png
Normal file
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After Width: | Height: | Size: 370 B |
BIN
assets/door.png
Normal file
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After Width: | Height: | Size: 90 B |
7
build.ps1
Normal file
@@ -0,0 +1,7 @@
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& cargo build --target=wasm32-unknown-emscripten --release
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mkdir -p dist -Force
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cp ./target/wasm32-unknown-emscripten/release/Pac_Man.wasm ./dist
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cp ./target/wasm32-unknown-emscripten/release/Pac-Man.js ./dist
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cp index.html dist
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4
build.sh
@@ -5,6 +5,6 @@ cargo build --target=wasm32-unknown-emscripten --release
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mkdir -p dist
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cp target/wasm32-unknown-emscripten/release/rust_sdl2_wasm.wasm dist
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cp target/wasm32-unknown-emscripten/release/rust-sdl2-wasm.js dist
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cp target/wasm32-unknown-emscripten/release/Pac_Man.wasm dist
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cp target/wasm32-unknown-emscripten/release/Pac-Man.js dist
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cp index.html dist
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21
index.html
Normal file
@@ -0,0 +1,21 @@
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<!DOCTYPE html>
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<html>
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<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<script type="text/javascript">
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let Module = {
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canvas: (function () {
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// this is how we provide a canvas to our sdl2
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return document.getElementById("canvas");
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})(),
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preRun: [function () {
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ENV.RUST_LOG = "info,wgpu=warn"
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}]
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};
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</script>
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<script src="Pac-Man.js"></script>
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</body>
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</html>
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44
src/emscripten.rs
Normal file
@@ -0,0 +1,44 @@
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// taken from https://github.com/Gigoteur/PX8/blob/master/src/px8/emscripten.rs
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#[cfg(target_os = "emscripten")]
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pub mod emscripten {
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use std::cell::RefCell;
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use std::ptr::null_mut;
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use std::os::raw::{c_int, c_void, c_char, c_float};
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use std::ffi::{CStr, CString};
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#[allow(non_camel_case_types)]
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type em_callback_func = unsafe extern "C" fn();
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extern "C" {
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// void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop)
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pub fn emscripten_set_main_loop(func: em_callback_func,
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fps: c_int,
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simulate_infinite_loop: c_int);
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pub fn emscripten_cancel_main_loop();
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pub fn emscripten_pause_main_loop();
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pub fn emscripten_get_now() -> c_float;
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}
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thread_local!(static MAIN_LOOP_CALLBACK: RefCell<*mut c_void> = RefCell::new(null_mut()));
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pub fn set_main_loop_callback<F>(callback: F)
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where F: FnMut()
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{
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MAIN_LOOP_CALLBACK
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.with(|log| { *log.borrow_mut() = &callback as *const _ as *mut c_void; });
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unsafe {
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emscripten_set_main_loop(wrapper::<F>, -1, 1);
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}
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unsafe extern "C" fn wrapper<F>()
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where F: FnMut()
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{
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MAIN_LOOP_CALLBACK.with(|z| {
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let closure = *z.borrow_mut() as *mut F;
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(*closure)();
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});
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}
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}
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}
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107
src/main.rs
@@ -1,45 +1,110 @@
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use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
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use crate::game::Game;
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use crate::textures::TextureManager;
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use sdl2::event::{Event};
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use sdl2::keyboard::Keycode;
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use sdl2::pixels::Color;
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use sdl2::event::Event;
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use sdl2::image::LoadTexture;
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use sdl2::keyboard::{Keycode, Mod};
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use std::time::Duration;
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use crate::constants::{WINDOW_WIDTH, WINDOW_HEIGHT};
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use sdl2::render::{Canvas, Texture};
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use std::time::{Duration, Instant};
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#[cfg(target_os = "emscripten")]
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pub mod emscripten;
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mod constants;
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mod board;
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mod direction;
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mod game;
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mod pacman;
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mod textures;
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mod entity;
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mod animation;
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fn redraw(canvas: &mut Canvas<sdl2::video::Window>, tex: &Texture, i: u8) {
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canvas.set_draw_color(Color::RGB(i, i, i));
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canvas.clear();
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canvas
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.copy(tex, None, None)
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.expect("Could not render texture on canvas");
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}
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pub fn main() {
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let sdl_context = sdl2::init().unwrap();
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let video_subsystem = sdl_context.video().unwrap();
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let window = video_subsystem.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
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let window = video_subsystem
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.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
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.position_centered()
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.build()
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.expect("Could not initialize window");
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let mut canvas = window.into_canvas().build().expect("Could not build canvas");
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let texture_creator= canvas.texture_creator();
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let mut canvas = window
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.into_canvas()
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.build()
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.expect("Could not build canvas");
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let map_texture = texture_creator.load_texture("assets/map.png").expect("Could not load pacman texture");
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canvas.copy(&map_texture, None, None).expect("Could not render texture on canvas");
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canvas
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.set_logical_size(WINDOW_WIDTH, WINDOW_HEIGHT)
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.expect("Could not set logical size");
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let mut event_pump = sdl_context.event_pump().expect("Could not get SDL EventPump");
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'main: loop {
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let texture_creator = canvas.texture_creator();
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let mut game = Game::new(&mut canvas, TextureManager::new(&texture_creator));
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let mut event_pump = sdl_context
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.event_pump()
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.expect("Could not get SDL EventPump");
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game.draw();
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game.tick();
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let mut main_loop = || {
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for event in event_pump.poll_iter() {
|
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match event {
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Event::Quit { .. } |
|
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Event::KeyDown { keycode: Some(Keycode::Q), .. } => {
|
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break 'main;
|
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}
|
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event @ Event::KeyDown { .. } => {
|
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// Handle quitting keys or window close
|
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Event::Quit { .. }
|
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| Event::KeyDown {
|
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keycode: Some(Keycode::Escape) | Some(Keycode::Q),
|
||||
..
|
||||
} => return false,
|
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event @ Event::KeyDown { .. } => {
|
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println!("{:?}", event);
|
||||
},
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
canvas.present();
|
||||
let tick_time = {
|
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let start = Instant::now();
|
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game.tick();
|
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start.elapsed()
|
||||
};
|
||||
|
||||
let draw_time = {
|
||||
let start = Instant::now();
|
||||
game.draw();
|
||||
start.elapsed()
|
||||
};
|
||||
|
||||
// Alert if tick time exceeds 10ms
|
||||
if tick_time > Duration::from_millis(3) {
|
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println!("Tick took: {:?}", tick_time);
|
||||
}
|
||||
if draw_time > Duration::from_millis(3) {
|
||||
println!("Draw took: {:?}", draw_time);
|
||||
}
|
||||
|
||||
::std::thread::sleep(Duration::from_millis(10));
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||