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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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use sdl2::pixels::Color;
use sdl2::event::Event;
use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
use sdl2::event::{Event, WindowEvent};
use sdl2::image::LoadTexture;
use sdl2::keyboard::{Keycode, Mod};
use sdl2::keyboard::Keycode;
use sdl2::pixels::Color;
use sdl2::render::{Texture, Canvas};
use std::time::Duration;
use crate::constants::{WINDOW_WIDTH, WINDOW_HEIGHT};
#[cfg(target_os = "emscripten")]
pub mod emscripten;
mod constants;
mod board;
mod constants;
mod game;
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()
.resizable()
.build()
.expect("Could not initialize window");
let mut canvas = window.into_canvas().build().expect("Could not build canvas");
let mut canvas = window
.into_canvas()
.build()
.expect("Could not build canvas");
let texture_creator = canvas.texture_creator();
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");
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");
let mut i = 0u8;
let mut event_pump = sdl_context
.event_pump()
.expect("Could not get SDL EventPump");
let mut event_pump = sdl_context.event_pump().expect("Could not get SDL EventPump");
let mut main_loop = || {
for event in event_pump.poll_iter() {
match event {
Event::Quit { .. } |
Event::KeyDown { keycode: Some(Keycode::Q), .. } => break,
// Handle quitting keys or window close
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
..
} => return false,
event @ Event::KeyDown { .. } => {
println!("{:?}", event);
}
},
Event::Window { win_event, .. } => {
if let WindowEvent::Resized(width, height) = win_event {
i = i.wrapping_add(1);
canvas.set_logical_size(width as u32, height as u32).unwrap();
redraw(&mut canvas, &map_texture, i);
}
},
_ => {}
}
}
canvas.present();
::std::thread::sleep(Duration::from_millis(10));
true
};
#[cfg(target_os = "emscripten")]
use emscripten::{emscripten};
use emscripten::emscripten;
#[cfg(target_os = "emscripten")]
emscripten::set_main_loop_callback(main_loop);
#[cfg(not(target_os = "emscripten"))]
loop { main_loop(); }
}
loop {
if !main_loop() {
break;
}
}
}