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31 changed files with 531 additions and 105 deletions

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@@ -1,28 +1,4 @@
[target.wasm32-unknown-emscripten]
rustflags = [
"-C",
"link-arg=-s",
"-C",
"link-arg=FULL_ES2",
"-C",
"link-arg=-s",
"-C",
"link-arg=FULL_ES3",
"-C",
"link-arg=-s",
"-C",
"link-arg=USE_SDL=2",
"-C",
"link-arg=-s",
"-C",
"link-arg=MAX_WEBGL_VERSION=2 ",
"-C",
"link-arg=-s",
"-C",
"link-arg=MIN_WEBGL_VERSION=2",
"-C",
"link-arg=-s",
"-C",
"link-arg=ERROR_ON_UNDEFINED_SYMBOLS=0", # for ignoring some egl symbols. needed for wgpu
"--use-preload-plugins --preload-file assets -s USE_SDL=2 -s USE_SDL_IMAGE=2 -s ASSERTIONS=1",
]

15
Cargo.lock generated
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@@ -2,13 +2,6 @@
# It is not intended for manual editing.
version = 3
[[package]]
name = "Pac-Man"
version = "0.1.0"
dependencies = [
"sdl2",
]
[[package]]
name = "bitflags"
version = "1.3.2"
@@ -33,6 +26,14 @@ 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"

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@@ -1,9 +1,10 @@
[package]
name = "Pac-Man"
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
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@@ -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% >=).

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@@ -2,11 +2,65 @@
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
- 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.
- 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
```

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7
build.ps1 Normal file
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@@ -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

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@@ -5,6 +5,6 @@ cargo build --target=wasm32-unknown-emscripten --release
mkdir -p dist
cp target/wasm32-unknown-emscripten/release/rust_sdl2_wasm.wasm dist
cp target/wasm32-unknown-emscripten/release/rust-sdl2-wasm.js 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

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@@ -6,7 +6,7 @@
<body>
<canvas id="canvas"></canvas>
<script type="text/javascript">
const Module = {
let Module = {
canvas: (function () {
// this is how we provide a canvas to our sdl2
return document.getElementById("canvas");
@@ -16,6 +16,6 @@
}]
};
</script>
<script src="rust-sdl2-wasm.js"></script>
<script src="Pac-Man.js"></script>
</body>
</html>

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serve.ps1 Normal file
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@@ -0,0 +1,3 @@
& ./build.ps1
cd ./dist
python -m http.server

53
src/animation.rs Normal file
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@@ -0,0 +1,53 @@
use sdl2::{
rect::Rect,
render::{Canvas, Texture},
video::Window,
};
pub struct AnimatedTexture<'a> {
raw_texture: &'a Texture<'a>,
current_frame: u32,
frame_count: u32,
frame_width: u32,
frame_height: u32,
}
impl<'a> AnimatedTexture<'a> {
pub fn new(
texture: &'a Texture<'a>,
frame_count: u32,
frame_width: u32,
frame_height: u32,
) -> Self {
AnimatedTexture {
raw_texture: texture,
current_frame: 0,
frame_count,
frame_width,
frame_height,
}
}
fn next_frame(&mut self) {
self.current_frame = (self.current_frame + 1) % self.frame_count;
}
fn get_frame_rect(&self) -> Rect {
Rect::new(
(self.current_frame * self.frame_width) as i32,
0,
self.frame_width,
self.frame_height,
)
}
pub fn render(&mut self, canvas: &mut Canvas<Window>, position: (i32, i32)) {
let frame_rect = self.get_frame_rect();
let position_rect = Rect::new(position.0, position.1, self.frame_width, self.frame_height);
canvas
.copy(&self.raw_texture, frame_rect, position_rect)
.expect("Could not render sprite on canvas");
self.next_frame();
}
}

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@@ -1,44 +1,95 @@
use lazy_static::lazy_static;
pub const BOARD_WIDTH: u32 = 28;
pub const BOARD_HEIGHT: u32 = 36;
pub const BLOCK_SIZE_24: u32 = 24;
pub const BLOCK_SIZE_32: u32 = 32;
pub const BOARD_HEIGHT: u32 = 37; // Adjusted to fit map texture?
pub const CELL_SIZE: u32 = 24;
pub const WINDOW_WIDTH: u32 = BLOCK_SIZE_24 * BOARD_WIDTH;
pub const WINDOW_HEIGHT: u32 = BLOCK_SIZE_24 * BOARD_HEIGHT;
pub const WINDOW_WIDTH: u32 = CELL_SIZE * BOARD_WIDTH;
pub const WINDOW_HEIGHT: u32 = CELL_SIZE * BOARD_HEIGHT;
pub const RAW_BOARD: &str = r###"
#[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#",
"###.##.##.########.##.##.###",
"###.##.##.########.##.##.###",
"#......##....##....##......#",
"#.##########.##.##########.#",
"#.##########.##.##########.#",
"#..........................#",
"############################",
" ",
" ",
" ",
];
############################
#............##............#
#.####.#####.##.#####.####.#
#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
};
}

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src/direction.rs Normal file
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pub enum Direction {
Up,
Down,
Left,
Right,
}

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src/emscripten.rs Normal file
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// 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)();
});
}
}
}

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src/entity.rs Normal file
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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);
}

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@@ -1,11 +1,63 @@
pub struct Game {}
use sdl2::{pixels::Color, render::Canvas, video::Window};
impl Game {
pub fn new() -> Game {
Game {}
use crate::constants::{MapTile, BOARD, BOARD_HEIGHT, BOARD_WIDTH};
use crate::pacman::Pacman;
use crate::textures::TextureManager;
pub struct Game<'a> {
pub textures: TextureManager<'a>,
canvas: &'a mut Canvas<Window>,
pacman: Pacman<'a>,
debug: bool,
}
impl Game<'_> {
pub fn new<'a>(
canvas: &'a mut Canvas<Window>,
texture_manager: TextureManager<'a>,
) -> Game<'a> {
let pacman = Pacman::new(None, &texture_manager.pacman);
Game {
canvas,
textures: texture_manager,
pacman: pacman,
debug: true,
}
}
pub fn tick() {}
pub fn tick(&mut self) {}
pub fn draw() {}
}
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.textures.map, None, None)
.expect("Could not render texture on canvas");
// Draw a grid
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");
}
}
}
self.canvas.present();
}
}

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@@ -1,45 +1,110 @@
use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
use crate::game::Game;
use crate::textures::TextureManager;
use sdl2::event::{Event};
use sdl2::keyboard::Keycode;
use sdl2::pixels::Color;
use sdl2::event::Event;
use sdl2::image::LoadTexture;
use sdl2::keyboard::{Keycode, Mod};
use std::time::Duration;
use crate::constants::{WINDOW_WIDTH, WINDOW_HEIGHT};
use sdl2::render::{Canvas, Texture};
use std::time::{Duration, Instant};
#[cfg(target_os = "emscripten")]
pub mod emscripten;
mod constants;
mod board;
mod direction;
mod game;
mod pacman;
mod textures;
mod entity;
mod animation;
fn redraw(canvas: &mut Canvas<sdl2::video::Window>, tex: &Texture, i: u8) {
canvas.set_draw_color(Color::RGB(i, i, i));
canvas.clear();
canvas
.copy(tex, None, None)
.expect("Could not render texture on canvas");
}
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)
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().build().expect("Could not build canvas");
let texture_creator= canvas.texture_creator();
let mut canvas = window
.into_canvas()
.build()
.expect("Could not build canvas");
let map_texture = texture_creator.load_texture("assets/map.png").expect("Could not load pacman texture");
canvas.copy(&map_texture, None, None).expect("Could not render texture on canvas");
canvas
.set_logical_size(WINDOW_WIDTH, WINDOW_HEIGHT)
.expect("Could not set logical size");
let mut event_pump = sdl_context.event_pump().expect("Could not get SDL EventPump");
'main: loop {
let texture_creator = canvas.texture_creator();
let mut game = Game::new(&mut canvas, TextureManager::new(&texture_creator));
let mut event_pump = sdl_context
.event_pump()
.expect("Could not get SDL EventPump");
game.draw();
game.tick();
let mut main_loop = || {
for event in event_pump.poll_iter() {
match event {
Event::Quit { .. } |
Event::KeyDown { keycode: Some(Keycode::Q), .. } => {
break 'main;
}
event @ Event::KeyDown { .. } => {
// Handle quitting keys or window close
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
..
} => return false,
event @ Event::KeyDown { .. } => {
println!("{:?}", event);
},
}
_ => {}
}
}
canvas.present();
let tick_time = {
let start = Instant::now();
game.tick();
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) {
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;
}
}
}
}

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src/pacman.rs Normal file
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use sdl2::{render::{Canvas, Texture}, video::Window};
use crate::{direction::Direction, entity::Entity, animation::AnimatedTexture};
pub struct Pacman<'a> {
// Absolute position on the board (precise)
pub position: (i32, i32),
pub direction: Direction,
sprite: AnimatedTexture<'a>,
}
impl Pacman<'_> {
pub fn new<'a>(starting_position: Option<(i32, i32)>, atlas: &'a Texture<'a>) -> Pacman<'a> {
Pacman {
position: starting_position.unwrap_or((0i32, 0i32)),
direction: Direction::Right,
sprite: AnimatedTexture::new(atlas, 2, 24, 24),
}
}
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
self.sprite.render(canvas, self.position);
}
}
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)
}
}

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use sdl2::{
image::LoadTexture,
render::{Texture, TextureCreator},
video::WindowContext,
};
pub struct TextureManager<'a> {
pub map: Texture<'a>,
pub pacman: Texture<'a>,
}
impl<'a> TextureManager<'a> {
pub fn new(texture_creator: &'a TextureCreator<WindowContext>) -> Self {
let map_texture = texture_creator
.load_texture("assets/map.png")
.expect("Could not load pacman texture");
let pacman_atlas = texture_creator
.load_texture("assets/pacman.png")
.expect("Could not load pacman texture");
TextureManager {
map: map_texture,
pacman: pacman_atlas,
}
}
}