Compare commits

...

44 Commits

Author SHA1 Message Date
1ae7839275 ci: install zlib for linux builds, correct deps/.data filepath 2025-07-24 01:04:21 -05:00
d976d1bc59 ci: specify vcpkg triplets for macos targets 2025-07-24 00:49:22 -05:00
531a5b5d05 ci: inline build script contents, shorten assembly process, separate build/assemble steps 2025-07-24 00:48:49 -05:00
67713fab06 ci: add aarch64-apple-drawin target 2025-07-24 00:46:06 -05:00
b572729e9d feat: reorganize assets/ folder into web/ and game/ 2025-07-24 00:46:06 -05:00
cdc6979458 ci: add cache vcpkg step, remove ineffective apt pkgs 2025-07-24 00:09:43 -05:00
564f88fee5 ci: use proper vcpkg triplet for linux, macos 2025-07-24 00:09:43 -05:00
00c99dc05f ci: remove 'stable' from vcpkg target triplet key 2025-07-23 23:55:15 -05:00
1e12940445 docs: remove unused markdown files in root 2025-07-23 23:24:30 -05:00
dc3c4a7580 ci: VCPKG_SYSTEM_LIBRARIES off, cache emsdk, raw jq output 2025-07-23 23:23:41 -05:00
434b62b036 ci: use cargo metadata with jq for acquiring workspace package version, drop binstall 2025-07-23 23:12:58 -05:00
2bd523e58a ci: add build-essential dependency, apt-get update before 2025-07-23 23:05:06 -05:00
7cd6e8005e ci: add names to workflow jobs, configure binstall to have lower timeout 2025-07-23 22:58:09 -05:00
a8a3745ca1 ci: disable fail-fast, ensure linux vcpkg dependencies are installed 2025-07-23 22:46:57 -05:00
cfa26bf146 ci: use build matrix for desktop builds 2025-07-23 22:45:56 -05:00
bfbbb71752 ci: verbose vcpkg builds on linux 2025-07-23 22:30:11 -05:00
979f736f54 ci: drop rust toolchain to 1.86.0 2025-07-23 22:26:08 -05:00
5a7f6a4c10 ci: remove archive assembly steps for statically linked builds 2025-07-23 22:22:55 -05:00
b66c9ce135 fix: emscripten assets 2025-07-23 22:18:54 -05:00
f5363516c3 chore: remove unused sdl2-image vcpkg features 2025-07-23 21:53:55 -05:00
320da36b83 feat: use cargo-vcpkg in build workflow 2025-07-23 21:53:03 -05:00
b68813cf5b ci: explicit toolchain version, fix build script path for wasm 2025-07-23 21:53:03 -05:00
0806fc744c chore: remove unused animation pausing methods 2025-07-23 21:34:27 -05:00
eead31d7fc refactor: add 'glam' for better positioning types, drop position types 2025-07-23 21:24:47 -05:00
eaa4ab37f9 feat: add audio muting button, mute by default in debug builds 2025-07-23 21:00:52 -05:00
076275158e chore: lower audio tracing to trace level 2025-07-23 20:36:56 -05:00
9f9ace0b16 chore: configure rustfmt, switch to LF line endings 2025-07-23 20:15:54 -05:00
2cc47d5904 feat: add pre-comit configuration 2025-07-23 20:12:11 -05:00
11e89a63d0 refactor: add thiserror/anyhow for asset error handling 2025-07-23 19:47:44 -05:00
50afd8c09f feat: improved emscripten-compatible asset loading api 2025-07-23 18:02:19 -05:00
06841fd0d7 refactor: resolve clippy warnings, resolve shared reference with once_cell 2025-07-23 17:38:27 -05:00
4365639a1d chore: lifetimes 2025-07-23 17:31:16 -05:00
7744c06046 chore: cargo fix 2025-07-23 17:27:22 -05:00
978752f0f3 chore: add index for FruitType sprite 2025-07-23 17:25:39 -05:00
f024ce7a54 refactor: fix unnecessary qualified imports 2025-07-23 17:25:28 -05:00
0196282a78 fix: reset code borrows 2025-07-23 17:20:12 -05:00
785a760343 feat: new edible type for pellet/powerpellet, fruits, separate static/moving entities 2025-07-23 17:16:15 -05:00
de1a89b9b0 refactor: move debug related code into debug.rs 2025-07-23 16:31:09 -05:00
66b6cdf01b feat: split animated texture away from atlas texture details 2025-07-23 16:25:40 -05:00
5a48e83b1a feat: flood-filled based playable position with cache, debug mode 2025-07-23 15:06:38 -05:00
df8f858651 refactor: continue improving MovableEntity shared implementation 2025-07-23 15:06:09 -05:00
1fa7a0807f refactor: abstract entity details into MovableEntity 2025-07-23 14:08:28 -05:00
6d3d3bf49c feat: tunnel implementation, pathfinding debug mode 2025-07-22 14:37:26 -05:00
0a46f64866 feat: pathfinding, ghost and blinky state, update dependencies 2025-07-22 13:18:09 -05:00
51 changed files with 2003 additions and 996 deletions

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@@ -8,5 +8,5 @@ rustflags = [
# "-C", "link-args=-sALLOW_MEMORY_GROWTH=1",
"-C", "link-args=-sUSE_SDL=2 -sUSE_SDL_IMAGE=2 -sUSE_SDL_MIXER=2 -sUSE_OGG=1 -sUSE_SDL_GFX=2 -sUSE_SDL_TTF=2 -sSDL2_IMAGE_FORMATS=['png']",
# USE_OGG, USE_VORBIS for OGG/VORBIS usage
"-C", "link-args=--preload-file assets/",
"-C", "link-args=--preload-file assets/game/",
]

1
.gitattributes vendored Normal file
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@@ -0,0 +1 @@
* text=auto eol=lf

135
.github/workflows/build.yaml vendored Normal file
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@@ -0,0 +1,135 @@
name: Build
on: [push]
permissions:
contents: write
env:
RUST_TOOLCHAIN: 1.86.0
jobs:
build:
name: Build (${{ matrix.target }})
strategy:
fail-fast: false
matrix:
include:
- os: ubuntu-latest
target: x86_64-unknown-linux-gnu
artifact_name: pacman
- os: macos-13
target: x86_64-apple-darwin
artifact_name: pacman
- os: macos-latest
target: aarch64-apple-darwin
artifact_name: pacman
- os: windows-latest
target: x86_64-pc-windows-gnu
artifact_name: pacman.exe
runs-on: ${{ matrix.os }}
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Rust Toolchain
uses: dtolnay/rust-toolchain@master
with:
target: ${{ matrix.target }}
toolchain: ${{ env.RUST_TOOLCHAIN }}
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: target/vcpkg
key: ${{ runner.os }}-vcpkg-${{ hashFiles('Cargo.toml', 'Cargo.lock') }}
restore-keys: |
${{ runner.os }}-vcpkg-
- name: Vcpkg Linux Dependencies
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install -y build-essential gettext libltdl-dev zlib1g-dev
- name: Vcpkg
run: |
cargo install cargo-vcpkg
cargo vcpkg -v build
- name: Build
run: cargo build --release
- name: Acquire Package Version
shell: bash
run: |
PACKAGE_VERSION=$(cargo metadata --format-version 1 --no-deps | jq '.packages[0].version' -r)
echo "PACKAGE_VERSION=${PACKAGE_VERSION}" >> $GITHUB_ENV
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: "pacman-${{ env.PACKAGE_VERSION }}-${{ matrix.target }}"
path: ./target/release/${{ matrix.artifact_name }}
retention-days: 7
if-no-files-found: error
wasm:
name: Build (wasm32-unknown-emscripten)
runs-on: ubuntu-latest
permissions:
pages: write
id-token: write
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Emscripten SDK
uses: mymindstorm/setup-emsdk@v14
with:
version: 3.1.43
actions-cache-folder: "emsdk-cache"
- name: Setup Rust (WASM32 Emscripten)
uses: dtolnay/rust-toolchain@master
with:
target: wasm32-unknown-emscripten
toolchain: ${{ env.RUST_TOOLCHAIN }}
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Install pnpm
uses: pnpm/action-setup@v3
with:
version: 8
run_install: true
- name: Build with Emscripten
run: |
cargo build --target=wasm32-unknown-emscripten --release
- name: Assemble
run: |
echo "Generating CSS"
pnpx postcss-cli ./assets/site/styles.scss -o ./assets/site/build.css
echo "Copying WASM files"
mkdir -p dist
cp assets/site/{build.css,favicon.ico,index.html} dist
output_folder="target/wasm32-unknown-emscripten/release"
cp $output_folder/pacman.{wasm,js} $output_folder/deps/pacman.data dist
- name: Upload Artifact
uses: actions/upload-pages-artifact@v3
with:
path: "./dist/"
retention-days: 7
- name: Deploy
uses: actions/deploy-pages@v4

View File

@@ -1,225 +0,0 @@
name: Build
on: [push]
permissions:
contents: write
jobs:
wasm:
runs-on: ubuntu-latest
permissions:
pages: write
id-token: write
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Emscripten SDK
uses: mymindstorm/setup-emsdk@v14
with:
version: 3.1.43
- name: Setup Rust (WASM32 Emscripten)
uses: dtolnay/rust-toolchain@stable
with:
target: wasm32-unknown-emscripten
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Install pnpm
uses: pnpm/action-setup@v3
with:
version: 8
run_install: true
- name: Build
run: ./scripts/build.sh -er # release mode, skip emsdk
- name: Upload Artifact
uses: actions/upload-pages-artifact@v3
with:
path: "./dist/"
retention-days: 7
- name: Deploy
uses: actions/deploy-pages@v4
linux:
runs-on: ubuntu-latest
env:
TARGET: x86_64-unknown-linux-gnu
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install SDL2 Packages
run: sudo apt-get install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev libsdl2-gfx-dev
- name: Setup Rust Toolchain (Linux)
uses: dtolnay/rust-toolchain@stable
with:
target: ${{ env.TARGET }}
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Build
run: cargo build --release
- name: Assemble Archive
run: |
mkdir /tmp/example/
cp ./target/release/pacman /tmp/example/
chmod a+x /tmp/example/pacman
mkdir /tmp/example/assets
cp ./assets/TerminalVector.ttf ./assets/fruit.png /tmp/example/assets
- name: Install Cargo Binstall
uses: cargo-bins/cargo-binstall@main
- name: Acquire Package Version
run: |
cargo binstall toml-cli -y
PACKAGE_VERSION=$(toml get ./Cargo.toml package.version --raw)
echo "PACKAGE_VERSION=${PACKAGE_VERSION}" >> $GITHUB_ENV
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: "pacman-${{ env.PACKAGE_VERSION }}-${{ env.TARGET }}"
path: /tmp/example/
retention-days: 7
if-no-files-found: error
macos:
runs-on: macos-13
env:
TARGET: x86_64-apple-darwin
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install SDL2 Packages
run: brew install sdl2 sdl2_image sdl2_mixer sdl2_ttf sdl2_gfx
- name: Setup Rust Toolchain (MacOS)
uses: dtolnay/rust-toolchain@stable
with:
target: ${{ env.TARGET }}
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Build
run: cargo build --release
- name: Assemble Archive
run: |
mkdir /tmp/example/
cp ./target/release/pacman /tmp/example/
mkdir /tmp/example/assets
cp ./assets/TerminalVector.ttf ./assets/fruit.png /tmp/example/assets
- name: Install Cargo Binstall
uses: cargo-bins/cargo-binstall@main
- name: Acquire Package Version
run: |
cargo binstall toml-cli -y
PACKAGE_VERSION=$(toml get ./Cargo.toml package.version --raw)
echo "PACKAGE_VERSION=${PACKAGE_VERSION}" >> $GITHUB_ENV
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: "pacman-${{ env.PACKAGE_VERSION }}-${{ env.TARGET }}"
path: /tmp/example/
retention-days: 7
if-no-files-found: error
windows:
env:
TARGET: x86_64-pc-windows-gnu
SDL2: 2.30.2
SDL2_TTF: 2.22.0
SDL2_MIXER: 2.8.0
SDL2_IMAGE: 2.8.2
# SDL2_GFX: 1.0.4
runs-on: windows-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Download SDL2 Libraries
run: |
curl -L "https://github.com/libsdl-org/SDL/releases/download/release-${{ env.SDL2 }}/SDL2-devel-${{ env.SDL2 }}-VC.zip" -o "sdl2_devel.zip"
curl -L "https://github.com/libsdl-org/SDL_mixer/releases/download/release-${{ env.SDL2_MIXER }}/SDL2_mixer-devel-${{ env.SDL2_MIXER }}-VC.zip" -o "sdl2_mixer_devel.zip"
curl -L "https://github.com/libsdl-org/SDL_ttf/releases/download/release-${{ env.SDL2_TTF }}/SDL2_ttf-devel-${{ env.SDL2_TTF }}-VC.zip" -o "sdl2_ttf_devel.zip"
curl -L "https://github.com/libsdl-org/SDL_image/releases/download/release-${{ env.SDL2_IMAGE }}/SDL2_image-devel-${{ env.SDL2_IMAGE }}-VC.zip" -o "sdl2_image_devel.zip"
- name: Extract SDL2 DLLs
run: |
7z x ./sdl2_devel.zip -o"./tmp/"
mv ./tmp/SDL2-${{ env.SDL2 }}/lib/x64/SDL2.dll ./
mv ./tmp/SDL2-${{ env.SDL2 }}/lib/x64/SDL2.lib ./
7z x ./sdl2_mixer_devel.zip -o"./tmp/"
mv ./tmp/SDL2_mixer-${{ env.SDL2_MIXER }}/lib/x64/SDL2_mixer.dll ./
mv ./tmp/SDL2_mixer-${{ env.SDL2_MIXER }}/lib/x64/SDL2_mixer.lib ./
7z x ./sdl2_ttf_devel.zip -o"./tmp/"
mv ./tmp/SDL2_ttf-${{ env.SDL2_TTF }}/lib/x64/SDL2_ttf.dll ./
mv ./tmp/SDL2_ttf-${{ env.SDL2_TTF }}/lib/x64/SDL2_ttf.lib ./
7z x ./sdl2_image_devel.zip -o"./tmp/"
mv ./tmp/SDL2_image-${{ env.SDL2_IMAGE }}/lib/x64/SDL2_image.dll ./
mv ./tmp/SDL2_image-${{ env.SDL2_IMAGE }}/lib/x64/SDL2_image.lib ./
- name: Install SDL2_gfx
run: |
C:\vcpkg\vcpkg.exe install sdl2-gfx:x64-windows-release
cp C:\vcpkg\packages\sdl2-gfx_x64-windows-release\bin\SDL2_gfx.dll ./
cp C:\vcpkg\packages\sdl2-gfx_x64-windows-release\lib\SDL2_gfx.lib ./
- name: Setup Rust (Windows)
uses: dtolnay/rust-toolchain@stable
with:
targets: ${{ env.TARGET }}
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Build
run: cargo build --release
- name: Prepare Archive
run: |
New-Item -Type Directory ./release/
Move-Item -Path ./target/release/pacman.exe -Destination ./release/
Move-Item -Path ./SDL2.dll, ./SDL2_image.dll, ./SDL2_ttf.dll, ./SDL2_mixer.dll, ./SDL2_gfx.dll -Destination ./release/
New-Item -Type Directory ./release/assets/
Move-Item -Path ./assets/TerminalVector.ttf, ./assets/fruit.png -Destination ./release/assets/
- name: Install Cargo Binstall
uses: cargo-bins/cargo-binstall@main
- name: Acquire Package Version
run: |
cargo binstall toml-cli -y
PACKAGE_VERSION=$(toml get ./Cargo.toml package.version --raw)
echo "PACKAGE_VERSION=${PACKAGE_VERSION}" >> $env:GITHUB_ENV
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: "pacman-${{ env.PACKAGE_VERSION }}-${{ env.TARGET }}"
path: ./release/
retention-days: 7
if-no-files-found: error

2
.gitignore vendored
View File

@@ -3,5 +3,5 @@
.idea
*.dll
rust-sdl2-emscripten/
assets/build.css
assets/site/build.css
emsdk/

22
.pre-commit-config.yaml Normal file
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@@ -0,0 +1,22 @@
repos:
- repo: https://github.com/pre-commit/pre-commit-hooks
rev: v5.0.0
hooks:
- id: trailing-whitespace
- id: end-of-file-fixer
- id: check-added-large-files
- id: check-merge-conflict
- id: check-case-conflict
- id: check-toml
- id: check-yaml
- id: forbid-submodules
- id: mixed-line-ending
- repo: local
hooks:
- id: cargo-fmt
name: cargo fmt
entry: cargo fmt --all --
language: system
types: [rust]
pass_filenames: false

View File

@@ -1,7 +0,0 @@
# Building Pac-Man
## GitHub Actions Workflow
1. Build workflow produces executables & WASM files for all platforms
2. Uploaded as artifacts
3. Deployment workflow downloads artifacts and uploads to GitHub Pages

411
Cargo.lock generated
View File

@@ -1,22 +1,40 @@
# This file is automatically @generated by Cargo.
# It is not intended for manual editing.
version = 3
version = 4
[[package]]
name = "aho-corasick"
version = "1.0.2"
version = "1.1.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "43f6cb1bf222025340178f382c426f13757b2960e89779dfcb319c32542a5a41"
checksum = "8e60d3430d3a69478ad0993f19238d2df97c507009a52b3c10addcd7f6bcb916"
dependencies = [
"memchr",
]
[[package]]
name = "anyhow"
version = "1.0.98"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e16d2d3311acee920a9eb8d33b8cbc1787ce4a264e85f964c2404b969bdcd487"
[[package]]
name = "autocfg"
version = "1.5.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c08606f8c3cbf4ce6ec8e28fb0014a2c086708fe954eaa885384a6165172e7e8"
[[package]]
name = "bitflags"
version = "1.3.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bef38d45163c2f1dde094a7dfd33ccf595c92905c8f8f4fdc18d06fb1037718a"
[[package]]
name = "bitflags"
version = "2.9.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1b8e56985ec62d17e9c1001dc89c88ecd7dc08e47eba5ec7c29c7b5eeecde967"
[[package]]
name = "c_vec"
version = "2.0.0"
@@ -30,16 +48,77 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
[[package]]
name = "lazy_static"
version = "1.4.0"
name = "deprecate-until"
version = "0.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e2abad23fbc42b3700f2f279844dc832adb2b2eb069b2df918f455c4e18cc646"
checksum = "7a3767f826efbbe5a5ae093920b58b43b01734202be697e1354914e862e8e704"
dependencies = [
"proc-macro2",
"quote",
"semver",
"syn",
]
[[package]]
name = "equivalent"
version = "1.0.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "877a4ace8713b0bcf2a4e7eec82529c029f1d0619886d18145fea96c3ffe5c0f"
[[package]]
name = "getrandom"
version = "0.3.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "26145e563e54f2cadc477553f1ec5ee650b00862f0a58bcd12cbdc5f0ea2d2f4"
dependencies = [
"cfg-if",
"libc",
"r-efi",
"wasi",
]
[[package]]
name = "glam"
version = "0.30.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "50a99dbe56b72736564cfa4b85bf9a33079f16ae8b74983ab06af3b1a3696b11"
[[package]]
name = "hashbrown"
version = "0.15.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5971ac85611da7067dbfcabef3c70ebb5606018acd9e2a3903a0da507521e0d5"
[[package]]
name = "indexmap"
version = "2.10.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fe4cd85333e22411419a0bcae1297d25e58c9443848b11dc6a86fefe8c78a661"
dependencies = [
"equivalent",
"hashbrown",
]
[[package]]
name = "integer-sqrt"
version = "0.1.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "276ec31bcb4a9ee45f58bec6f9ec700ae4cf4f4f8f2fa7e06cb406bd5ffdd770"
dependencies = [
"num-traits",
]
[[package]]
name = "lazy_static"
version = "1.5.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bbd2bcb4c963f2ddae06a2efc7e9f3591312473c50c6685e1f298068316e66fe"
[[package]]
name = "libc"
version = "0.2.147"
version = "0.2.174"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b4668fb0ea861c1df094127ac5f1da3409a82116a4ba74fca2e58ef927159bb3"
checksum = "1171693293099992e19cddea4e8b849964e9846f4acee11b3948bcc337be8776"
[[package]]
name = "log"
@@ -58,9 +137,9 @@ dependencies = [
[[package]]
name = "memchr"
version = "2.5.0"
version = "2.7.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2dffe52ecf27772e601905b7522cb4ef790d2cc203488bbd0e2fe85fcb74566d"
checksum = "32a282da65faaf38286cf3be983213fcf1d2e2a58700e808f83f4ea9a4804bc0"
[[package]]
name = "nu-ansi-term"
@@ -73,10 +152,19 @@ dependencies = [
]
[[package]]
name = "once_cell"
version = "1.18.0"
name = "num-traits"
version = "0.2.19"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "dd8b5dd2ae5ed71462c540258bedcb51965123ad7e7ccf4b9a8cafaa4a63576d"
checksum = "071dfc062690e90b734c0b2273ce72ad0ffa95f0c74596bc250dcfd960262841"
dependencies = [
"autocfg",
]
[[package]]
name = "once_cell"
version = "1.21.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
[[package]]
name = "overload"
@@ -88,16 +176,36 @@ checksum = "b15813163c1d831bf4a13c3610c05c0d03b39feb07f7e09fa234dac9b15aaf39"
name = "pacman"
version = "0.1.0"
dependencies = [
"anyhow",
"glam",
"lazy_static",
"libc",
"once_cell",
"pathfinding",
"rand",
"sdl2",
"spin_sleep",
"thiserror 1.0.69",
"tracing",
"tracing-error",
"tracing-subscriber",
"winapi",
]
[[package]]
name = "pathfinding"
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"c_vec",
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"libc",
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"version-compare",
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[[package]]
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dependencies = [
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dependencies = [
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source = "registry+https://github.com/rust-lang/crates.io-index"
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dependencies = [
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[[package]]
name = "winapi"
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version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
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"windows_aarch64_msvc",
"windows_i686_gnu",
"windows_i686_gnullvm",
"windows_i686_msvc",
"windows_x86_64_gnu",
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View File

@@ -6,12 +6,22 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
lazy_static = "1.4.0"
spin_sleep = "1.1.1"
tracing = { version = "0.1.37", features = ["max_level_debug", "release_max_level_debug"]}
tracing = { version = "0.1.40", features = ["max_level_debug", "release_max_level_debug"]}
tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
winapi = { version = "0.3", features = ["consoleapi", "fileapi", "handleapi", "processenv", "winbase", "wincon", "winnt", "winuser", "windef", "minwindef"] }
lazy_static = "1.5.0"
sdl2 = { version = "0.38.0", features = ["image", "ttf"] }
spin_sleep = "1.3.2"
rand = "0.9.2"
pathfinding = "4.14"
once_cell = "1.21.3"
thiserror = "1.0"
anyhow = "1.0"
glam = "0.30.4"
[target.'cfg(target_os = "windows")'.dependencies.winapi]
version = "0.3"
features = ["consoleapi", "fileapi", "handleapi", "processenv", "winbase", "wincon", "winnt", "winuser", "windef", "minwindef"]
[target.'cfg(target_os = "emscripten")'.dependencies.sdl2]
@@ -25,13 +35,15 @@ default-features = false
features = ["ttf","image","gfx","mixer","static-link","use-vcpkg"]
[package.metadata.vcpkg]
dependencies = ["sdl2", "sdl2-image[libjpeg-turbo,tiff,libwebp]", "sdl2-ttf", "sdl2-gfx", "sdl2-mixer"]
dependencies = ["sdl2", "sdl2-image", "sdl2-ttf", "sdl2-gfx", "sdl2-mixer"]
git = "https://github.com/microsoft/vcpkg"
rev = "2024.05.24" # release 2024.05.24 # to check for a new one, check https://github.com/microsoft/vcpkg/releases
[package.metadata.vcpkg.target]
x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" }
stable-x86_64-unknown-linux-gnu = { triplet = "x86_64-unknown-linux-gnu" }
x86_64-unknown-linux-gnu = { triplet = "x64-linux" }
x86_64-apple-darwin = { triplet = "x64-osx" }
aarch64-apple-darwin = { triplet = "arm64-osx" }
[target.'cfg(target_os = "emscripten")'.dependencies]
libc = "0.2.16"

View File

@@ -1,35 +0,0 @@
# 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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23
assets/site/build.css Normal file
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@@ -0,0 +1,23 @@
@tailwind base;
@tailwind components;
@tailwind utilities;
@font-face {
font-family: "Liberation Mono";
src:
url("LiberationMono.woff2") format("woff2"),
url("LiberationMono.woff") format("woff");
font-weight: normal;
font-style: normal;
font-display: swap;
}
canvas {
@apply w-full h-[65vh] min-h-[200px] block mx-auto bg-black;
}
.code {
@apply px-1 rounded font-mono bg-zinc-900 border border-zinc-700 lowercase;
}
/*# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJzb3VyY2VzIjpbInN0eWxlcy5zY3NzIl0sIm5hbWVzIjpbXSwibWFwcGluZ3MiOiJBQUFBIiwiZmlsZSI6ImJ1aWxkLmNzcyIsInNvdXJjZXNDb250ZW50IjpbIkB0YWlsd2luZCBiYXNlO1xuQHRhaWx3aW5kIGNvbXBvbmVudHM7XG5AdGFpbHdpbmQgdXRpbGl0aWVzO1xuXG5AZm9udC1mYWNlIHtcbiAgICBmb250LWZhbWlseTogXCJMaWJlcmF0aW9uIE1vbm9cIjtcbiAgICBzcmM6XG4gICAgICAgIHVybChcIkxpYmVyYXRpb25Nb25vLndvZmYyXCIpIGZvcm1hdChcIndvZmYyXCIpLFxuICAgICAgICB1cmwoXCJMaWJlcmF0aW9uTW9uby53b2ZmXCIpIGZvcm1hdChcIndvZmZcIik7XG4gICAgZm9udC13ZWlnaHQ6IG5vcm1hbDtcbiAgICBmb250LXN0eWxlOiBub3JtYWw7XG4gICAgZm9udC1kaXNwbGF5OiBzd2FwO1xufVxuXG5jYW52YXMge1xuICAgIEBhcHBseSB3LWZ1bGwgaC1bNjV2aF0gbWluLWgtWzIwMHB4XSBibG9jayBteC1hdXRvIGJnLWJsYWNrO1xufVxuXG4uY29kZSB7XG4gICAgQGFwcGx5IHB4LTEgcm91bmRlZCBmb250LW1vbm8gYmctemluYy05MDAgYm9yZGVyIGJvcmRlci16aW5jLTcwMCBsb3dlcmNhc2U7XG59XG4iXX0= */

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16
build.sh Normal file → Executable file
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@@ -52,20 +52,18 @@ else
fi
echo "Generating CSS"
pnpx postcss-cli ./assets/styles.scss -o ./assets/build.css
pnpx postcss-cli ./assets/site/styles.scss -o ./assets/site/build.css
echo "Copying WASM files"
mkdir -p dist
output_folder="target/wasm32-unknown-emscripten/$build_type"
cp assets/index.html dist
# cp assets/*.woff* dist
cp assets/build.css dist
cp assets/favicon.ico dist
cp $output_folder/pacman.wasm dist
cp $output_folder/pacman.js dist
# only if .data file exists
cp $output_folder/deps/pacman.data dist
cp assets/site/{build.css,favicon.ico,index.html} dist
cp $output_folder/pacman.{wasm,js} dist
if [ -f $output_folder/deps/pacman.data ]; then
cp $output_folder/deps/pacman.data dist
fi
if [ -f $output_folder/pacman.wasm.map ]; then
cp $output_folder/pacman.wasm.map dist
fi

View File

@@ -56,40 +56,47 @@ async function setupEmscripten() {
async function buildWeb(release: boolean) {
console.log("Building WASM with Emscripten...");
const rustcFlags = [
"-C",
"link-arg=--preload-file",
"-C",
"link-arg=assets",
].join(" ");
if (release) {
await $`cargo build --target=wasm32-unknown-emscripten --release`;
await $`env RUSTFLAGS=${rustcFlags} cargo build --target=wasm32-unknown-emscripten --release`;
} else {
await $`cargo build --target=wasm32-unknown-emscripten`;
await $`env RUSTFLAGS=${rustcFlags} cargo build --target=wasm32-unknown-emscripten`;
}
console.log("Generating CSS...");
await $`pnpx postcss-cli ./assets/styles.scss -o ./assets/build.css`;
await $`pnpx postcss-cli ./assets/site/styles.scss -o ./assets/site/build.css`;
console.log("Copying WASM files...");
const buildType = release ? "release" : "debug";
const outputFolder = `target/wasm32-unknown-emscripten/${buildType}`;
await $`mkdir -p dist`;
await $`cp assets/index.html dist`;
await $`cp assets/*.woff* dist`;
await $`cp assets/build.css dist`;
await $`cp assets/favicon.ico dist`;
await $`cp ${outputFolder}/spiritus.wasm dist`;
await $`cp ${outputFolder}/spiritus.js dist`;
await $`cp assets/site/index.html dist`;
await $`cp assets/site/*.woff* dist`;
await $`cp assets/site/build.css dist`;
await $`cp assets/site/favicon.ico dist`;
await $`cp ${outputFolder}/pacman.wasm dist`;
await $`cp ${outputFolder}/pacman.js dist`;
// Check if .data file exists before copying
try {
await fs.access(`${outputFolder}/deps/spiritus.data`);
await $`cp ${outputFolder}/deps/spiritus.data dist`;
await fs.access(`${outputFolder}/pacman.data`);
await $`cp ${outputFolder}/pacman.data dist`;
} catch (e) {
console.log("No spiritus.data file found, skipping copy.");
console.log("No pacman.data file found, skipping copy.");
}
// Check if .map file exists before copying
try {
await fs.access(`${outputFolder}/spiritus.wasm.map`);
await $`cp ${outputFolder}/spiritus.wasm.map dist`;
await fs.access(`${outputFolder}/pacman.wasm.map`);
await $`cp ${outputFolder}/pacman.wasm.map dist`;
} catch (e) {
console.log("No spiritus.wasm.map file found, skipping copy.");
console.log("No pacman.wasm.map file found, skipping copy.");
}
console.log("WASM files copied.");

6
rustfmt.toml Normal file
View File

@@ -0,0 +1,6 @@
# Rustfmt configuration
edition = "2021"
max_width = 130
tab_spaces = 4
newline_style = "Unix"
use_small_heuristics = "Default"

View File

@@ -1,4 +1,4 @@
//! This module provides a simple animation system for textures.
//! This module provides a simple animation and atlas system for textures.
use sdl2::{
rect::Rect,
render::{Canvas, Texture},
@@ -7,50 +7,24 @@ use sdl2::{
use crate::direction::Direction;
/// An animated texture, which is a texture that is rendered as a series of
/// frames.
pub struct AnimatedTexture<'a> {
raw_texture: Texture<'a>,
/// The current tick of the animation.
ticker: u32,
/// Whether the animation is currently playing in reverse.
reversed: bool,
/// The offset of the texture, in pixels.
offset: (i32, i32),
/// The number of ticks per frame.
ticks_per_frame: u32,
/// The number of frames in the animation.
frame_count: u32,
/// The width of each frame, in pixels.
frame_width: u32,
/// The height of each frame, in pixels.
frame_height: u32,
/// Trait for drawable atlas-based textures
pub trait FrameDrawn {
fn render(&self, canvas: &mut Canvas<Window>, position: (i32, i32), direction: Direction, frame: Option<u32>);
}
impl<'a> AnimatedTexture<'a> {
/// Creates a new `AnimatedTexture`.
///
/// # Arguments
///
/// * `texture` - The texture to animate.
/// * `ticks_per_frame` - The number of ticks to display each frame for.
/// * `frame_count` - The number of frames in the animation.
/// * `frame_width` - The width of each frame.
/// * `frame_height` - The height of each frame.
/// * `offset` - The offset of the texture, in pixels.
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 {
/// A texture atlas abstraction for static (non-animated) rendering.
pub struct AtlasTexture<'a> {
pub raw_texture: Texture<'a>,
pub offset: (i32, i32),
pub frame_count: u32,
pub frame_width: u32,
pub frame_height: u32,
}
impl<'a> AtlasTexture<'a> {
pub fn new(texture: Texture<'a>, frame_count: u32, frame_width: u32, frame_height: u32, offset: Option<(i32, i32)>) -> Self {
AtlasTexture {
raw_texture: texture,
ticker: 0,
reversed: false,
ticks_per_frame,
frame_count,
frame_width,
frame_height,
@@ -58,116 +32,37 @@ impl<'a> AnimatedTexture<'a> {
}
}
/// Returns the current frame number.
fn current_frame(&self) -> u32 {
self.ticker / self.ticks_per_frame
}
/// Advances the animation by one tick.
///
/// The animation will play forwards, then backwards, then forwards, and so on.
pub fn tick(&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;
}
}
}
/// Calculates the source rectangle for the given frame.
fn get_frame_rect(&self, frame: u32) -> Rect {
pub fn get_frame_rect(&self, frame: u32) -> Option<Rect> {
if frame >= self.frame_count {
panic!("Frame {} is out of bounds for this texture", frame);
return None;
}
Rect::new(
Some(Rect::new(
frame as i32 * self.frame_width as i32,
0,
self.frame_width,
self.frame_height,
)
))
}
/// Renders the animation to the canvas.
///
/// # Arguments
///
/// * `canvas` - The canvas to render to.
/// * `position` - The position to render the animation at.
/// * `direction` - The direction the animation is facing.
pub fn render(
&mut self,
canvas: &mut Canvas<Window>,
position: (i32, i32),
direction: Direction,
) {
self.render_static(canvas, position, direction, Some(self.current_frame()));
self.tick();
pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) {
self.raw_texture.set_color_mod(r, g, b);
}
}
/// Renders the animation to the canvas, but only ticks the animation until
/// the given frame is reached.
///
/// # Arguments
///
/// * `canvas` - The canvas to render to.
/// * `position` - The position to render the animation at.
/// * `direction` - The direction the animation is facing.
/// * `frame` - The frame to render until.
pub fn render_until(
&mut self,
canvas: &mut Canvas<Window>,
position: (i32, i32),
direction: Direction,
frame: u32,
) {
// TODO: If the frame we're targeting is in the opposite direction (due
// to self.reverse), we should pre-emptively reverse. This would require
// a more complex ticking mechanism.
let current = self.current_frame();
self.render_static(canvas, position, direction, Some(current));
if frame != current {
self.tick();
}
}
/// Renders a specific frame of the animation.
///
/// # Arguments
///
/// * `canvas` - The canvas to render to.
/// * `position` - The position to render the animation at.
/// * `direction` - The direction the animation is facing.
/// * `frame` - The frame to render. If `None`, the current frame is used.
pub fn render_static(
&mut self,
canvas: &mut Canvas<Window>,
position: (i32, i32),
direction: Direction,
frame: Option<u32>,
) {
let frame_rect = self.get_frame_rect(frame.unwrap_or(self.current_frame()));
let position_rect = Rect::new(
impl<'a> FrameDrawn for AtlasTexture<'a> {
fn render(&self, canvas: &mut Canvas<Window>, position: (i32, i32), direction: Direction, frame: Option<u32>) {
let texture_source_frame_rect = self.get_frame_rect(frame.unwrap_or(0));
let canvas_destination_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),
texture_source_frame_rect,
Some(canvas_destination_rect),
direction.angle(),
None,
false,
@@ -176,3 +71,66 @@ impl<'a> AnimatedTexture<'a> {
.expect("Could not render texture on canvas");
}
}
/// An animated texture using a texture atlas.
pub struct AnimatedAtlasTexture<'a> {
pub atlas: AtlasTexture<'a>,
pub ticks_per_frame: u32,
pub ticker: u32,
pub reversed: bool,
pub paused: bool,
}
impl<'a> AnimatedAtlasTexture<'a> {
pub fn new(
texture: Texture<'a>,
ticks_per_frame: u32,
frame_count: u32,
width: u32,
height: u32,
offset: Option<(i32, i32)>,
) -> Self {
AnimatedAtlasTexture {
atlas: AtlasTexture::new(texture, frame_count, width, height, offset),
ticks_per_frame,
ticker: 0,
reversed: false,
paused: false,
}
}
fn current_frame(&self) -> u32 {
self.ticker / self.ticks_per_frame
}
/// Advances the animation by one tick, unless paused.
pub fn tick(&mut self) {
if self.paused {
return;
}
if self.reversed {
if self.ticker > 0 {
self.ticker -= 1;
}
if self.ticker == 0 {
self.reversed = !self.reversed;
}
} else {
self.ticker += 1;
if self.ticker + 1 == self.ticks_per_frame * self.atlas.frame_count {
self.reversed = !self.reversed;
}
}
}
pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) {
self.atlas.set_color_modulation(r, g, b);
}
}
impl<'a> FrameDrawn for AnimatedAtlasTexture<'a> {
fn render(&self, canvas: &mut Canvas<Window>, position: (i32, i32), direction: Direction, frame: Option<u32>) {
let frame = frame.unwrap_or_else(|| self.current_frame());
self.atlas.render(canvas, position, direction, Some(frame));
}
}

93
src/asset.rs Normal file
View File

@@ -0,0 +1,93 @@
//! Cross-platform asset loading abstraction.
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
use std::borrow::Cow;
use std::io;
use thiserror::Error;
#[derive(Error, Debug)]
pub enum AssetError {
#[error("IO error: {0}")]
Io(#[from] io::Error),
#[error("Asset not found: {0}")]
NotFound(String),
#[error("Invalid asset format: {0}")]
InvalidFormat(String),
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Asset {
Wav1,
Wav2,
Wav3,
Wav4,
Pacman,
Pellet,
Energizer,
Map,
FontKonami,
GhostBody,
GhostEyes,
// Add more as needed
}
impl Asset {
pub fn path(&self) -> &str {
use Asset::*;
match self {
Wav1 => "wav/1.ogg",
Wav2 => "wav/2.ogg",
Wav3 => "wav/3.ogg",
Wav4 => "wav/4.ogg",
Pacman => "32/pacman.png",
Pellet => "24/pellet.png",
Energizer => "24/energizer.png",
Map => "map.png",
FontKonami => "font/konami.ttf",
GhostBody => "32/ghost_body.png",
GhostEyes => "32/ghost_eyes.png",
}
}
}
#[cfg(not(target_os = "emscripten"))]
mod imp {
use super::*;
macro_rules! asset_bytes_enum {
( $asset:expr ) => {
match $asset {
Asset::Wav1 => Cow::Borrowed(include_bytes!("../assets/game/wav/1.ogg")),
Asset::Wav2 => Cow::Borrowed(include_bytes!("../assets/game/wav/2.ogg")),
Asset::Wav3 => Cow::Borrowed(include_bytes!("../assets/game/wav/3.ogg")),
Asset::Wav4 => Cow::Borrowed(include_bytes!("../assets/game/wav/4.ogg")),
Asset::Pacman => Cow::Borrowed(include_bytes!("../assets/game/32/pacman.png")),
Asset::Pellet => Cow::Borrowed(include_bytes!("../assets/game/24/pellet.png")),
Asset::Energizer => Cow::Borrowed(include_bytes!("../assets/game/24/energizer.png")),
Asset::Map => Cow::Borrowed(include_bytes!("../assets/game/map.png")),
Asset::FontKonami => Cow::Borrowed(include_bytes!("../assets/game/font/konami.ttf")),
Asset::GhostBody => Cow::Borrowed(include_bytes!("../assets/game/32/ghost_body.png")),
Asset::GhostEyes => Cow::Borrowed(include_bytes!("../assets/game/32/ghost_eyes.png")),
}
};
}
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
Ok(asset_bytes_enum!(asset))
}
}
#[cfg(target_os = "emscripten")]
mod imp {
use super::*;
use std::fs;
use std::path::Path;
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
let path = Path::new("assets/game").join(asset.path());
if !path.exists() {
return Err(AssetError::NotFound(asset.path().to_string()));
}
let bytes = fs::read(&path)?;
Ok(Cow::Owned(bytes))
}
}
pub use imp::get_asset_bytes;

View File

@@ -1,16 +1,11 @@
//! This module handles the audio playback for the game.
use crate::asset::{get_asset_bytes, Asset};
use sdl2::{
mixer::{self, Chunk, InitFlag, LoaderRWops, DEFAULT_FORMAT},
rwops::RWops,
};
const SOUND_1_DATA: &[u8] = include_bytes!("../assets/wav/1.ogg");
const SOUND_2_DATA: &[u8] = include_bytes!("../assets/wav/2.ogg");
const SOUND_3_DATA: &[u8] = include_bytes!("../assets/wav/3.ogg");
const SOUND_4_DATA: &[u8] = include_bytes!("../assets/wav/4.ogg");
/// An array of all the sound effect data.
const SOUND_DATA: [&[u8]; 4] = [SOUND_1_DATA, SOUND_2_DATA, SOUND_3_DATA, SOUND_4_DATA];
const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::Wav4];
/// The audio system for the game.
///
@@ -20,6 +15,7 @@ pub struct Audio {
_mixer_context: mixer::Sdl2MixerContext,
sounds: Vec<Chunk>,
next_sound_index: usize,
muted: bool,
}
impl Audio {
@@ -29,26 +25,26 @@ impl Audio {
let format = DEFAULT_FORMAT;
let channels = 4;
let chunk_size = 128;
mixer::open_audio(frequency, format, 1, chunk_size).expect("Failed to open audio");
mixer::allocate_channels(channels);
// set channel volume
for i in 0..channels {
mixer::Channel(i as i32).set_volume(32);
mixer::Channel(i).set_volume(32);
}
let mixer_context = mixer::init(InitFlag::OGG).expect("Failed to initialize SDL2_mixer");
let sounds: Vec<Chunk> = SOUND_DATA
let sounds: Vec<Chunk> = SOUND_ASSETS
.iter()
.enumerate()
.map(|(i, data)| {
let rwops = RWops::from_bytes(data)
.expect(&format!("Failed to create RWops for sound {}", i + 1));
rwops.load_wav().expect(&format!(
"Failed to load sound {} from embedded data",
i + 1
))
.map(|(i, asset)| {
let data = get_asset_bytes(*asset).expect("Failed to load sound asset");
let rwops = RWops::from_bytes(&data).unwrap_or_else(|_| panic!("Failed to create RWops for sound {}", i + 1));
rwops
.load_wav()
.unwrap_or_else(|_| panic!("Failed to load sound {} from asset API", i + 1))
})
.collect();
@@ -56,21 +52,16 @@ impl Audio {
_mixer_context: mixer_context,
sounds,
next_sound_index: 0,
muted: false,
}
}
/// Plays the "eat" sound effect.
///
/// This function also logs the time since the last sound effect was played.
pub fn eat(&mut self) {
if let Some(chunk) = self.sounds.get(self.next_sound_index) {
match mixer::Channel(0).play(chunk, 0) {
Ok(channel) => {
tracing::info!(
"Playing sound #{} on channel {:?}",
self.next_sound_index + 1,
channel
);
tracing::trace!("Playing sound #{} on channel {:?}", self.next_sound_index + 1, channel);
}
Err(e) => {
tracing::warn!("Could not play sound #{}: {}", self.next_sound_index + 1, e);
@@ -79,4 +70,18 @@ impl Audio {
}
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
}
/// Instantly mute or unmute all channels.
pub fn set_mute(&mut self, mute: bool) {
let channels = 4;
let volume = if mute { 0 } else { 32 };
for i in 0..channels {
mixer::Channel(i).set_volume(volume);
}
self.muted = mute;
}
pub fn is_muted(&self) -> bool {
self.muted
}
}

View File

@@ -20,7 +20,7 @@ pub const WINDOW_WIDTH: u32 = CELL_SIZE * BOARD_WIDTH;
pub const WINDOW_HEIGHT: u32 = CELL_SIZE * (BOARD_HEIGHT + 6);
/// An enum representing the different types of tiles on the map.
#[derive(Debug, Copy, Clone, PartialEq)]
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum MapTile {
/// An empty tile.
Empty,
@@ -32,6 +32,60 @@ pub enum MapTile {
PowerPellet,
/// A starting position for an entity.
StartingPosition(u8),
/// A tunnel tile.
Tunnel,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[repr(u8)]
pub enum FruitType {
Cherry,
Strawberry,
Orange,
Apple,
Melon,
Galaxian,
Bell,
Key,
}
impl FruitType {
pub const ALL: [FruitType; 8] = [
FruitType::Cherry,
FruitType::Strawberry,
FruitType::Orange,
FruitType::Apple,
FruitType::Melon,
FruitType::Galaxian,
FruitType::Bell,
FruitType::Key,
];
pub fn score(self) -> u32 {
match self {
FruitType::Cherry => 100,
FruitType::Strawberry => 300,
FruitType::Orange => 500,
FruitType::Apple => 700,
FruitType::Melon => 1000,
FruitType::Galaxian => 2000,
FruitType::Bell => 3000,
FruitType::Key => 5000,
}
}
pub fn index(self) -> usize {
match self {
FruitType::Cherry => 0,
FruitType::Strawberry => 1,
FruitType::Orange => 2,
FruitType::Apple => 3,
FruitType::Melon => 4,
FruitType::Galaxian => 5,
FruitType::Bell => 6,
FruitType::Key => 7,
}
}
}
/// The raw layout of the game board, as a 2D array of characters.
@@ -50,7 +104,7 @@ pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
" #.## 1 ##.# ",
" #.## ###==### ##.# ",
"######.## # # ##.######",
" . #2 3 4 # . ",
"T . #2 3 4 # . T",
"######.## # # ##.######",
" #.## ######## ##.# ",
" #.## ##.# ",

73
src/debug.rs Normal file
View File

@@ -0,0 +1,73 @@
//! Debug rendering utilities for Pac-Man.
use crate::{
constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH},
ghosts::blinky::Blinky,
map::Map,
};
use glam::{IVec2, UVec2};
use sdl2::{pixels::Color, render::Canvas, video::Window};
#[derive(PartialEq, Eq, Clone, Copy)]
pub enum DebugMode {
None,
Grid,
Pathfinding,
ValidPositions,
}
pub struct DebugRenderer;
impl DebugRenderer {
pub fn draw_cell(canvas: &mut Canvas<Window>, _map: &Map, cell: UVec2, color: Color) {
let position = Map::cell_to_pixel(cell);
canvas.set_draw_color(color);
canvas
.draw_rect(sdl2::rect::Rect::new(position.x, position.y, 24, 24))
.expect("Could not draw rectangle");
}
pub fn draw_debug_grid(canvas: &mut Canvas<Window>, map: &Map, pacman_cell: UVec2) {
for x in 0..BOARD_WIDTH {
for y in 0..BOARD_HEIGHT {
let tile = map.get_tile(IVec2::new(x as i32, y as i32)).unwrap_or(MapTile::Empty);
let cell = UVec2::new(x, y);
let mut color = None;
if cell == pacman_cell {
Self::draw_cell(canvas, map, cell, 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),
MapTile::Tunnel => Some(Color::CYAN),
};
}
if let Some(color) = color {
Self::draw_cell(canvas, map, cell, color);
}
}
}
}
pub fn draw_next_cell(canvas: &mut Canvas<Window>, map: &Map, next_cell: UVec2) {
Self::draw_cell(canvas, map, next_cell, Color::YELLOW);
}
pub fn draw_valid_positions(canvas: &mut Canvas<Window>, map: &mut Map) {
let valid_positions_vec = map.get_valid_playable_positions().clone();
for &pos in &valid_positions_vec {
Self::draw_cell(canvas, map, pos, Color::RGB(255, 140, 0));
}
}
pub fn draw_pathfinding(canvas: &mut Canvas<Window>, blinky: &Blinky, map: &Map) {
let target = blinky.get_target_tile();
if let Some((path, _)) = blinky.get_path_to_target(target.as_uvec2()) {
for pos in &path {
Self::draw_cell(canvas, map, *pos, Color::YELLOW);
}
}
}
}

82
src/edible.rs Normal file
View File

@@ -0,0 +1,82 @@
//! Edible entity for Pac-Man: pellets, power pellets, and fruits.
use crate::animation::{AtlasTexture, FrameDrawn};
use crate::constants::{FruitType, MapTile, BOARD_HEIGHT, BOARD_WIDTH};
use crate::direction::Direction;
use crate::entity::{Entity, Renderable, StaticEntity};
use crate::map::Map;
use glam::{IVec2, UVec2};
use sdl2::{render::Canvas, video::Window};
use std::cell::RefCell;
use std::rc::Rc;
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum EdibleKind {
Pellet,
PowerPellet,
Fruit(FruitType),
}
pub struct Edible<'a> {
pub base: StaticEntity,
pub kind: EdibleKind,
pub sprite: Rc<AtlasTexture<'a>>,
}
impl<'a> Edible<'a> {
pub fn new(kind: EdibleKind, cell_position: UVec2, sprite: Rc<AtlasTexture<'a>>) -> Self {
let pixel_position = Map::cell_to_pixel(cell_position);
Edible {
base: StaticEntity::new(pixel_position, cell_position),
kind,
sprite,
}
}
/// Checks collision with Pac-Man (or any entity)
pub fn collide(&self, pacman: &dyn Entity) -> bool {
self.base.is_colliding(pacman)
}
}
impl<'a> Entity for Edible<'a> {
fn base(&self) -> &StaticEntity {
&self.base
}
}
impl<'a> Renderable for Edible<'a> {
fn render(&self, canvas: &mut Canvas<Window>) {
let pos = self.base.pixel_position;
self.sprite.render(canvas, (pos.x, pos.y), Direction::Right, Some(0));
}
}
/// Reconstruct all edibles from the original map layout
pub fn reconstruct_edibles<'a>(
map: Rc<RefCell<Map>>,
pellet_sprite: Rc<AtlasTexture<'a>>,
power_pellet_sprite: Rc<AtlasTexture<'a>>,
_fruit_sprite: Rc<AtlasTexture<'a>>,
) -> Vec<Edible<'a>> {
let mut edibles = Vec::new();
for x in 0..BOARD_WIDTH {
for y in 0..BOARD_HEIGHT {
let tile = map.borrow().get_tile(IVec2::new(x as i32, y as i32));
match tile {
Some(MapTile::Pellet) => {
edibles.push(Edible::new(EdibleKind::Pellet, UVec2::new(x, y), Rc::clone(&pellet_sprite)));
}
Some(MapTile::PowerPellet) => {
edibles.push(Edible::new(
EdibleKind::PowerPellet,
UVec2::new(x, y),
Rc::clone(&power_pellet_sprite),
));
}
// Fruits can be added here if you have fruit positions
_ => {}
}
}
}
edibles
}

View File

@@ -1,16 +1,170 @@
//! This module defines the `Entity` trait, which is implemented by all game
//! objects that can be moved and rendered.
use crate::{
constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
direction::Direction,
map::Map,
modulation::SimpleTickModulator,
};
use glam::{IVec2, UVec2};
use std::cell::RefCell;
use std::rc::Rc;
/// A trait for game objects that can be moved and rendered.
pub trait Entity {
/// Returns a reference to the base entity (position, etc).
fn base(&self) -> &StaticEntity;
/// 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, in pixels.
fn position(&self) -> (i32, i32);
/// Returns the cell position of the entity, in grid coordinates.
fn cell_position(&self) -> (u32, u32);
/// Returns the position of the entity within its current cell, in pixels.
fn internal_position(&self) -> (u32, u32);
/// Ticks the entity, which updates its state and position.
fn tick(&mut self);
fn is_colliding(&self, other: &dyn Entity) -> bool {
let a = self.base().pixel_position;
let b = other.base().pixel_position;
a == b
}
}
/// A trait for entities that can move and interact with the map.
pub trait Moving {
fn move_forward(&mut self);
fn update_cell_position(&mut self);
fn next_cell(&self, direction: Option<Direction>) -> IVec2;
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool;
fn handle_tunnel(&mut self) -> bool;
fn is_grid_aligned(&self) -> bool;
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool;
}
/// A struct for static (non-moving) entities with position only.
pub struct StaticEntity {
pub pixel_position: IVec2,
pub cell_position: UVec2,
}
impl StaticEntity {
pub fn new(pixel_position: IVec2, cell_position: UVec2) -> Self {
Self {
pixel_position,
cell_position,
}
}
}
/// A struct for movable game entities with position, direction, speed, and modulation.
pub struct MovableEntity {
pub base: StaticEntity,
pub direction: Direction,
pub speed: u32,
pub modulation: SimpleTickModulator,
pub in_tunnel: bool,
pub map: Rc<RefCell<Map>>,
}
impl MovableEntity {
pub fn new(
pixel_position: IVec2,
cell_position: UVec2,
direction: Direction,
speed: u32,
modulation: SimpleTickModulator,
map: Rc<RefCell<Map>>,
) -> Self {
Self {
base: StaticEntity::new(pixel_position, cell_position),
direction,
speed,
modulation,
in_tunnel: false,
map,
}
}
/// Returns the position within the current cell, in pixels.
pub fn internal_position(&self) -> UVec2 {
UVec2::new(
(self.base.pixel_position.x as u32) % CELL_SIZE,
(self.base.pixel_position.y as u32) % CELL_SIZE,
)
}
}
impl Entity for MovableEntity {
fn base(&self) -> &StaticEntity {
&self.base
}
}
impl Moving for MovableEntity {
fn move_forward(&mut self) {
let speed = self.speed as i32;
match self.direction {
Direction::Right => self.base.pixel_position.x += speed,
Direction::Left => self.base.pixel_position.x -= speed,
Direction::Up => self.base.pixel_position.y -= speed,
Direction::Down => self.base.pixel_position.y += speed,
}
}
fn update_cell_position(&mut self) {
self.base.cell_position = UVec2::new(
(self.base.pixel_position.x as u32 / CELL_SIZE) - BOARD_OFFSET.0,
(self.base.pixel_position.y as u32 / CELL_SIZE) - BOARD_OFFSET.1,
);
}
fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
let (x, y) = direction.unwrap_or(self.direction).offset();
IVec2::new(self.base.cell_position.x as i32 + x, self.base.cell_position.y as i32 + y)
}
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
let next_cell = self.next_cell(direction);
matches!(self.map.borrow().get_tile(next_cell), Some(MapTile::Wall))
}
fn handle_tunnel(&mut self) -> bool {
if !self.in_tunnel {
let current_tile = self
.map
.borrow()
.get_tile(IVec2::new(self.base.cell_position.x as i32, self.base.cell_position.y as i32));
if matches!(current_tile, Some(MapTile::Tunnel)) {
self.in_tunnel = true;
}
}
if self.in_tunnel {
if self.base.cell_position.x == 0 {
self.base.cell_position.x = BOARD_WIDTH - 2;
self.base.pixel_position = Map::cell_to_pixel(self.base.cell_position);
self.in_tunnel = false;
true
} else if self.base.cell_position.x == BOARD_WIDTH - 1 {
self.base.cell_position.x = 1;
self.base.pixel_position = Map::cell_to_pixel(self.base.cell_position);
self.in_tunnel = false;
true
} else {
true
}
} else {
false
}
}
fn is_grid_aligned(&self) -> bool {
self.internal_position() == UVec2::ZERO
}
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
if new_direction == self.direction {
return false;
}
if self.is_wall_ahead(Some(new_direction)) {
return false;
}
self.direction = new_direction;
true
}
}
impl Entity for StaticEntity {
fn base(&self) -> &StaticEntity {
self
}
}
/// A trait for entities that can be rendered to the screen.
pub trait Renderable {
fn render(&self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>);
}

View File

@@ -1,6 +1,10 @@
//! This module contains the main game logic and state.
use std::cell::RefCell;
use std::ops::Not;
use std::rc::Rc;
use glam::UVec2;
use rand::seq::IteratorRandom;
use sdl2::image::LoadTexture;
use sdl2::keyboard::Keycode;
use sdl2::render::{Texture, TextureCreator};
@@ -8,22 +12,19 @@ use sdl2::rwops::RWops;
use sdl2::ttf::Font;
use sdl2::video::WindowContext;
use sdl2::{pixels::Color, render::Canvas, video::Window};
use tracing::event;
use crate::animation::AtlasTexture;
use crate::asset::{get_asset_bytes, Asset};
use crate::audio::Audio;
use crate::constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD};
use crate::constants::RAW_BOARD;
use crate::debug::{DebugMode, DebugRenderer};
use crate::direction::Direction;
use crate::entity::Entity;
use crate::edible::{reconstruct_edibles, Edible, EdibleKind};
use crate::entity::Renderable;
use crate::ghosts::blinky::Blinky;
use crate::map::Map;
use crate::pacman::Pacman;
// Embed texture data directly into the executable
static PACMAN_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/pacman.png");
static PELLET_TEXTURE_DATA: &[u8] = include_bytes!("../assets/24/pellet.png");
static POWER_PELLET_TEXTURE_DATA: &[u8] = include_bytes!("../assets/24/energizer.png");
static MAP_TEXTURE_DATA: &[u8] = include_bytes!("../assets/map.png");
static FONT_DATA: &[u8] = include_bytes!("../assets/font/konami.ttf");
/// The main game state.
///
/// This struct contains all the information necessary to run the game, including
@@ -31,17 +32,19 @@ static FONT_DATA: &[u8] = include_bytes!("../assets/font/konami.ttf");
pub struct Game<'a> {
canvas: &'a mut Canvas<Window>,
map_texture: Texture<'a>,
pellet_texture: Texture<'a>,
power_pellet_texture: Texture<'a>,
pellet_texture: Rc<AtlasTexture<'a>>,
power_pellet_texture: Rc<AtlasTexture<'a>>,
font: Font<'a, 'static>,
pacman: Pacman<'a>,
map: Rc<std::cell::RefCell<Map>>,
debug: bool,
pacman: Rc<RefCell<Pacman<'a>>>,
map: Rc<RefCell<Map>>,
debug_mode: DebugMode,
score: u32,
audio: Audio,
pub audio: Audio,
blinky: Blinky<'a>,
edibles: Vec<Edible<'a>>,
}
impl Game<'_> {
impl<'a> Game<'a> {
/// Creates a new `Game` instance.
///
/// # Arguments
@@ -50,55 +53,101 @@ impl Game<'_> {
/// * `texture_creator` - The SDL texture creator.
/// * `ttf_context` - The SDL TTF context.
/// * `_audio_subsystem` - The SDL audio subsystem (currently unused).
pub fn new<'a>(
pub fn new(
canvas: &'a mut Canvas<Window>,
texture_creator: &'a TextureCreator<WindowContext>,
ttf_context: &'a sdl2::ttf::Sdl2TtfContext,
_audio_subsystem: &'a sdl2::AudioSubsystem,
) -> Game<'a> {
let map = Rc::new(std::cell::RefCell::new(Map::new(RAW_BOARD)));
let map = Rc::new(RefCell::new(Map::new(RAW_BOARD)));
// Load Pacman texture from embedded data
// Load Pacman texture from asset API
let pacman_bytes = get_asset_bytes(Asset::Pacman).expect("Failed to load asset");
let pacman_atlas = texture_creator
.load_texture_bytes(PACMAN_TEXTURE_DATA)
.expect("Could not load pacman texture from embedded data");
let pacman = Pacman::new((1, 1), pacman_atlas, Rc::clone(&map));
.load_texture_bytes(&pacman_bytes)
.expect("Could not load pacman texture from asset API");
let pacman = Rc::new(RefCell::new(Pacman::new(UVec2::new(1, 1), pacman_atlas, Rc::clone(&map))));
// Load pellet texture from embedded data
let pellet_texture = texture_creator
.load_texture_bytes(PELLET_TEXTURE_DATA)
.expect("Could not load pellet texture from embedded data");
// Load ghost textures
let ghost_body_bytes = get_asset_bytes(Asset::GhostBody).expect("Failed to load asset");
let ghost_body = texture_creator
.load_texture_bytes(&ghost_body_bytes)
.expect("Could not load ghost body texture from asset API");
let ghost_eyes_bytes = get_asset_bytes(Asset::GhostEyes).expect("Failed to load asset");
let ghost_eyes = texture_creator
.load_texture_bytes(&ghost_eyes_bytes)
.expect("Could not load ghost eyes texture from asset API");
// Load power pellet texture from embedded data
let power_pellet_texture = texture_creator
.load_texture_bytes(POWER_PELLET_TEXTURE_DATA)
.expect("Could not load power pellet texture from embedded data");
// Create Blinky
let blinky = Blinky::new(
UVec2::new(13, 11), // Starting position just above ghost house
ghost_body,
ghost_eyes,
Rc::clone(&map),
Rc::clone(&pacman),
);
// Load font from embedded data
let font_rwops = RWops::from_bytes(FONT_DATA).expect("Failed to create RWops for font");
let font = ttf_context
.load_font_from_rwops(font_rwops, 24)
.expect("Could not load font from embedded data");
// Load pellet texture from asset API
let pellet_bytes = get_asset_bytes(Asset::Pellet).expect("Failed to load asset");
let pellet_texture = Rc::new(AtlasTexture::new(
texture_creator
.load_texture_bytes(&pellet_bytes)
.expect("Could not load pellet texture from asset API"),
1,
24,
24,
None,
));
let power_pellet_bytes = get_asset_bytes(Asset::Energizer).expect("Failed to load asset");
let power_pellet_texture = Rc::new(AtlasTexture::new(
texture_creator
.load_texture_bytes(&power_pellet_bytes)
.expect("Could not load power pellet texture from asset API"),
1,
24,
24,
None,
));
// Load map texture from asset API
let map_bytes = get_asset_bytes(Asset::Map).expect("Failed to load asset");
let mut map_texture = texture_creator
.load_texture_bytes(&map_bytes)
.expect("Could not load map texture from asset API");
map_texture.set_color_mod(0, 0, 255);
let edibles = reconstruct_edibles(
Rc::clone(&map),
Rc::clone(&pellet_texture),
Rc::clone(&power_pellet_texture),
Rc::clone(&pellet_texture), // placeholder for fruit sprite
);
// Load font from asset API
let font = {
let font_bytes = get_asset_bytes(Asset::FontKonami).expect("Failed to load asset").into_owned();
let font_bytes_static: &'static [u8] = Box::leak(font_bytes.into_boxed_slice());
let font_rwops = RWops::from_bytes(font_bytes_static).expect("Failed to create RWops for font");
ttf_context
.load_font_from_rwops(font_rwops, 24)
.expect("Could not load font from asset API")
};
let audio = Audio::new();
// Load map texture from embedded data
let mut map_texture = texture_creator
.load_texture_bytes(MAP_TEXTURE_DATA)
.expect("Could not load map texture from embedded data");
map_texture.set_color_mod(0, 0, 255);
Game {
canvas,
pacman: pacman,
debug: false,
map: map,
pacman,
debug_mode: DebugMode::None,
map,
map_texture,
pellet_texture,
power_pellet_texture,
font,
score: 0,
audio,
blinky,
edibles,
}
}
@@ -110,11 +159,26 @@ impl Game<'_> {
pub fn keyboard_event(&mut self, keycode: Keycode) {
// Change direction
let direction = Direction::from_keycode(keycode);
self.pacman.next_direction = direction;
if direction.is_some() {
self.pacman.borrow_mut().next_direction = direction;
return;
}
// Toggle debug mode
if keycode == Keycode::Space {
self.debug = !self.debug;
self.debug_mode = match self.debug_mode {
DebugMode::None => DebugMode::Grid,
DebugMode::Grid => DebugMode::Pathfinding,
DebugMode::Pathfinding => DebugMode::ValidPositions,
DebugMode::ValidPositions => DebugMode::None,
};
return;
}
// Toggle mute
if keycode == Keycode::M {
self.audio.set_mute(self.audio.is_muted().not());
return;
}
// Reset game
@@ -143,52 +207,76 @@ impl Game<'_> {
// Reset the score
self.score = 0;
// Reset Pacman position (you might want to customize this)
// For now, we'll keep Pacman where he is, but you could add:
// self.pacman.position = Map::cell_to_pixel((1, 1));
// Get valid positions from the cached flood fill and randomize positions in a single block
{
let mut map = self.map.borrow_mut();
let valid_positions = map.get_valid_playable_positions();
let mut rng = rand::rng();
event!(tracing::Level::INFO, "Game reset - map and score cleared");
// Randomize Pac-Man position
if let Some(pos) = valid_positions.iter().choose(&mut rng) {
let mut pacman = self.pacman.borrow_mut();
pacman.base.base.pixel_position = Map::cell_to_pixel(*pos);
pacman.base.base.cell_position = *pos;
pacman.base.in_tunnel = false;
pacman.base.direction = Direction::Right;
pacman.next_direction = None;
pacman.stopped = false;
}
// Randomize ghost position
if let Some(pos) = valid_positions.iter().choose(&mut rng) {
self.blinky.base.base.pixel_position = Map::cell_to_pixel(*pos);
self.blinky.base.base.cell_position = *pos;
self.blinky.base.in_tunnel = false;
self.blinky.base.direction = Direction::Left;
self.blinky.mode = crate::ghost::GhostMode::Chase;
}
}
self.edibles = reconstruct_edibles(
Rc::clone(&self.map),
Rc::clone(&self.pellet_texture),
Rc::clone(&self.power_pellet_texture),
Rc::clone(&self.pellet_texture), // placeholder for fruit sprite
);
}
/// Advances the game by one tick.
pub fn tick(&mut self) {
self.check_pellet_eating();
self.pacman.tick();
}
// Advance animation frames for Pacman and Blinky
self.pacman.borrow_mut().sprite.tick();
self.blinky.body_sprite.tick();
self.blinky.eyes_sprite.tick();
/// Checks if Pac-Man is currently eating a pellet and updates the game state
/// accordingly.
fn check_pellet_eating(&mut self) {
let cell_pos = self.pacman.cell_position();
// Check if there's a pellet at the current position
let tile = {
let map = self.map.borrow();
map.get_tile((cell_pos.0 as i32, cell_pos.1 as i32))
};
if let Some(tile) = tile {
let pellet_value = match tile {
MapTile::Pellet => Some(10),
MapTile::PowerPellet => Some(50),
_ => None,
};
if let Some(value) = pellet_value {
{
let mut map = self.map.borrow_mut();
map.set_tile((cell_pos.0 as i32, cell_pos.1 as i32), MapTile::Empty);
}
self.add_score(value);
self.audio.eat();
event!(
tracing::Level::DEBUG,
"Pellet eaten at ({}, {})",
cell_pos.0,
cell_pos.1
);
let pacman = self.pacman.borrow();
let mut eaten_indices = vec![];
for (i, edible) in self.edibles.iter().enumerate() {
if edible.collide(&*pacman) {
eaten_indices.push(i);
}
}
drop(pacman); // Release immutable borrow before mutably borrowing self
for &i in eaten_indices.iter().rev() {
let edible = &self.edibles[i];
match edible.kind {
EdibleKind::Pellet => {
self.add_score(10);
self.audio.eat();
}
EdibleKind::PowerPellet => {
self.add_score(50);
self.audio.eat();
}
EdibleKind::Fruit(_fruit) => {
self.add_score(100);
self.audio.eat();
}
}
self.edibles.remove(i);
}
self.pacman.borrow_mut().tick();
self.blinky.tick();
}
/// Draws the entire game to the canvas.
@@ -202,95 +290,40 @@ impl Game<'_> {
.copy(&self.map_texture, None, None)
.expect("Could not render texture on canvas");
// Render pellets
for x in 0..BOARD_WIDTH {
for y in 0..BOARD_HEIGHT {
let tile = self
.map
.borrow()
.get_tile((x as i32, y as i32))
.unwrap_or(MapTile::Empty);
let texture = match tile {
MapTile::Pellet => Some(&self.pellet_texture),
MapTile::PowerPellet => Some(&self.power_pellet_texture),
_ => None,
};
if let Some(texture) = texture {
let position = Map::cell_to_pixel((x, y));
let dst_rect = sdl2::rect::Rect::new(position.0, position.1, 24, 24);
self.canvas
.copy(texture, None, Some(dst_rect))
.expect("Could not render pellet");
}
}
// Render all edibles
for edible in &self.edibles {
edible.render(self.canvas);
}
// Render the pacman
self.pacman.render(self.canvas);
// Render Pac-Man
self.pacman.borrow().render(self.canvas);
// Render ghost
self.blinky.render(self.canvas);
// Render score
self.render_ui();
// Draw the debug grid
if self.debug {
for x in 0..BOARD_WIDTH {
for y in 0..BOARD_HEIGHT {
let tile = self
.map
.borrow()
.get_tile((x as i32, y as i32))
.unwrap_or(MapTile::Empty);
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);
}
}
match self.debug_mode {
DebugMode::Grid => {
DebugRenderer::draw_debug_grid(self.canvas, &self.map.borrow(), self.pacman.borrow().base.base.cell_position);
let next_cell = <Pacman as crate::entity::Moving>::next_cell(&*self.pacman.borrow(), None);
DebugRenderer::draw_next_cell(self.canvas, &self.map.borrow(), next_cell.as_uvec2());
}
// Draw the next cell
let next_cell = self.pacman.next_cell(None);
self.draw_cell((next_cell.0 as u32, next_cell.1 as u32), Color::YELLOW);
DebugMode::ValidPositions => {
DebugRenderer::draw_valid_positions(self.canvas, &mut self.map.borrow_mut());
}
DebugMode::Pathfinding => {
DebugRenderer::draw_pathfinding(self.canvas, &self.blinky, &self.map.borrow());
}
DebugMode::None => {}
}
// Present the canvas
self.canvas.present();
}
/// Draws a single cell to the canvas with the given color.
///
/// # Arguments
///
/// * `cell` - The cell to draw, in grid coordinates.
/// * `color` - The color to draw the cell with.
fn draw_cell(&mut self, cell: (u32, u32), color: Color) {
let position = Map::cell_to_pixel(cell);
self.canvas.set_draw_color(color);
self.canvas
.draw_rect(sdl2::rect::Rect::new(
position.0 as i32,
position.1 as i32,
24,
24,
))
.expect("Could not draw rectangle");
}
/// Renders the user interface, including the score and lives.
fn render_ui(&mut self) {
let lives = 3;
@@ -304,7 +337,7 @@ impl Game<'_> {
// Render the score and high score
self.render_text(
&format!("{}UP HIGH SCORE ", lives),
&format!("{lives}UP HIGH SCORE "),
(24 * lives_offset + x_offset, y_offset),
Color::WHITE,
);
@@ -317,11 +350,7 @@ impl Game<'_> {
/// Renders text to the screen at the given position.
fn render_text(&mut self, text: &str, position: (i32, i32), color: Color) {
let surface = self
.font
.render(text)
.blended(color)
.expect("Could not render text surface");
let surface = self.font.render(text).blended(color).expect("Could not render text surface");
let texture_creator = self.canvas.texture_creator();
let texture = texture_creator

309
src/ghost.rs Normal file
View File

@@ -0,0 +1,309 @@
use rand::Rng;
use crate::animation::{AnimatedAtlasTexture, FrameDrawn};
use crate::constants::{MapTile, BOARD_WIDTH};
use crate::direction::Direction;
use crate::entity::{Entity, MovableEntity, Moving, Renderable};
use crate::map::Map;
use crate::modulation::{SimpleTickModulator, TickModulator};
use crate::pacman::Pacman;
use glam::{IVec2, UVec2};
use sdl2::pixels::Color;
use sdl2::render::Texture;
use std::cell::RefCell;
use std::rc::Rc;
/// The different modes a ghost can be in
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum GhostMode {
/// Chase mode - ghost actively pursues Pac-Man using its unique strategy
Chase,
/// Scatter mode - ghost heads to its home corner
Scatter,
/// Frightened mode - ghost moves randomly and can be eaten
Frightened,
/// Eyes mode - ghost returns to the ghost house after being eaten
Eyes,
/// House mode - ghost is in the ghost house, waiting to exit
House,
}
/// The different ghost personalities
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum GhostType {
Blinky, // Red - Shadow
Pinky, // Pink - Speedy
Inky, // Cyan - Bashful
Clyde, // Orange - Pokey
}
impl GhostType {
/// Returns the color of the ghost.
pub fn color(&self) -> Color {
match self {
GhostType::Blinky => Color::RGB(255, 0, 0),
GhostType::Pinky => Color::RGB(255, 184, 255),
GhostType::Inky => Color::RGB(0, 255, 255),
GhostType::Clyde => Color::RGB(255, 184, 82),
}
}
}
/// Base ghost struct that contains common functionality
pub struct Ghost<'a> {
/// Shared movement and position fields.
pub base: MovableEntity,
/// The current mode of the ghost
pub mode: GhostMode,
/// The type/personality of this ghost
pub ghost_type: GhostType,
/// Reference to Pac-Man for targeting
pub pacman: Rc<RefCell<Pacman<'a>>>,
pub body_sprite: AnimatedAtlasTexture<'a>,
pub eyes_sprite: AnimatedAtlasTexture<'a>,
}
impl Ghost<'_> {
/// Creates a new ghost instance
pub fn new<'a>(
ghost_type: GhostType,
starting_position: UVec2,
body_texture: Texture<'a>,
eyes_texture: Texture<'a>,
map: Rc<RefCell<Map>>,
pacman: Rc<RefCell<Pacman<'a>>>,
) -> Ghost<'a> {
let color = ghost_type.color();
let mut body_sprite = AnimatedAtlasTexture::new(body_texture, 8, 2, 32, 32, Some((-4, -4)));
body_sprite.set_color_modulation(color.r, color.g, color.b);
let pixel_position = Map::cell_to_pixel(starting_position);
Ghost {
base: MovableEntity::new(
pixel_position,
starting_position,
Direction::Left,
3,
SimpleTickModulator::new(1.0),
map,
),
mode: GhostMode::Chase,
ghost_type,
pacman,
body_sprite,
eyes_sprite: AnimatedAtlasTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))),
}
}
/// Gets the target tile for this ghost based on its current mode
pub fn get_target_tile(&self) -> IVec2 {
match self.mode {
GhostMode::Scatter => self.get_scatter_target(),
GhostMode::Chase => self.get_chase_target(),
GhostMode::Frightened => self.get_random_target(),
GhostMode::Eyes => self.get_house_target(),
GhostMode::House => self.get_house_exit_target(),
}
}
/// Gets this ghost's home corner target for scatter mode
fn get_scatter_target(&self) -> IVec2 {
match self.ghost_type {
GhostType::Blinky => IVec2::new(25, 0), // Top right
GhostType::Pinky => IVec2::new(2, 0), // Top left
GhostType::Inky => IVec2::new(27, 35), // Bottom right
GhostType::Clyde => IVec2::new(0, 35), // Bottom left
}
}
/// Gets a random adjacent tile for frightened mode
fn get_random_target(&self) -> IVec2 {
let mut rng = rand::rng();
let mut possible_moves = Vec::new();
// Check all four directions
for dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
// Don't allow reversing direction
if *dir == self.base.direction.opposite() {
continue;
}
let next_cell = self.base.next_cell(Some(*dir));
if !matches!(self.base.map.borrow().get_tile(next_cell), Some(MapTile::Wall)) {
possible_moves.push(next_cell);
}
}
if possible_moves.is_empty() {
// No valid moves, must reverse
self.base.next_cell(Some(self.base.direction.opposite()))
} else {
// Choose a random valid move
possible_moves[rng.random_range(0..possible_moves.len())]
}
}
/// Gets the ghost house target for returning eyes
fn get_house_target(&self) -> IVec2 {
IVec2::new(13, 14) // Center of ghost house
}
/// Gets the exit point target when leaving house
fn get_house_exit_target(&self) -> IVec2 {
IVec2::new(13, 11) // Just above ghost house
}
/// Gets this ghost's chase mode target (to be implemented by each ghost type)
fn get_chase_target(&self) -> IVec2 {
let pacman = self.pacman.borrow();
let cell = pacman.base().cell_position;
IVec2::new(cell.x as i32, cell.y as i32)
}
/// Calculates the path to the target tile using the A* algorithm.
pub fn get_path_to_target(&self, target: UVec2) -> Option<(Vec<UVec2>, u32)> {
let start = self.base.base.cell_position;
let map = self.base.map.borrow();
use pathfinding::prelude::dijkstra;
dijkstra(
&start,
|&p| {
let mut successors = vec![];
let tile = map.get_tile(IVec2::new(p.x as i32, p.y as i32));
// Tunnel wrap: if currently in a tunnel, add the opposite exit as a neighbor
if let Some(MapTile::Tunnel) = tile {
if p.x == 0 {
successors.push((UVec2::new(BOARD_WIDTH - 2, p.y), 1));
} else if p.x == BOARD_WIDTH - 1 {
successors.push((UVec2::new(1, p.y), 1));
}
}
for dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
let (dx, dy) = dir.offset();
let next_p = IVec2::new(p.x as i32 + dx, p.y as i32 + dy);
if let Some(tile) = map.get_tile(next_p) {
if tile == MapTile::Wall {
continue;
}
let next_u = UVec2::new(next_p.x as u32, next_p.y as u32);
successors.push((next_u, 1));
}
}
successors
},
|&p| p == target,
)
}
/// Changes the ghost's mode and handles direction reversal
pub fn set_mode(&mut self, new_mode: GhostMode) {
// Don't reverse if going to/from frightened or if in house
let should_reverse =
self.mode != GhostMode::House && new_mode != GhostMode::Frightened && self.mode != GhostMode::Frightened;
self.mode = new_mode;
self.base.speed = match new_mode {
GhostMode::Chase => 3,
GhostMode::Scatter => 2,
GhostMode::Frightened => 2,
GhostMode::Eyes => 7,
GhostMode::House => 0,
};
if should_reverse {
self.base.set_direction_if_valid(self.base.direction.opposite());
}
}
pub fn tick(&mut self) {
if self.mode == GhostMode::House {
// For now, do nothing in the house
return;
}
if self.base.is_grid_aligned() {
self.base.update_cell_position();
if !self.base.handle_tunnel() {
// Pathfinding logic (only if not in tunnel)
let target_tile = self.get_target_tile();
if let Some((path, _)) = self.get_path_to_target(target_tile.as_uvec2()) {
if path.len() > 1 {
let next_move = path[1];
let x = self.base.base.cell_position.x;
let y = self.base.base.cell_position.y;
let dx = next_move.x as i32 - x as i32;
let dy = next_move.y as i32 - y as i32;
let new_direction = if dx > 0 {
Direction::Right
} else if dx < 0 {
Direction::Left
} else if dy > 0 {
Direction::Down
} else {
Direction::Up
};
self.base.set_direction_if_valid(new_direction);
}
}
}
// Don't move if the next tile is a wall
if self.base.is_wall_ahead(None) {
return;
}
}
if self.base.modulation.next() {
self.base.move_forward();
if self.base.is_grid_aligned() {
self.base.update_cell_position();
}
}
}
}
impl<'a> Moving for Ghost<'a> {
fn move_forward(&mut self) {
self.base.move_forward();
}
fn update_cell_position(&mut self) {
self.base.update_cell_position();
}
fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
self.base.next_cell(direction)
}
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
self.base.is_wall_ahead(direction)
}
fn handle_tunnel(&mut self) -> bool {
self.base.handle_tunnel()
}
fn is_grid_aligned(&self) -> bool {
self.base.is_grid_aligned()
}
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
self.base.set_direction_if_valid(new_direction)
}
}
impl<'a> Renderable for Ghost<'a> {
fn render(&self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) {
let pos = self.base.base.pixel_position;
self.body_sprite.render(canvas, (pos.x, pos.y), Direction::Right, None);
// Inline the eye_frame logic here
let eye_frame = if self.mode == GhostMode::Frightened {
4 // Frightened frame
} else {
match self.base.direction {
Direction::Right => 0,
Direction::Up => 1,
Direction::Left => 2,
Direction::Down => 3,
}
};
self.eyes_sprite
.render(canvas, (pos.x, pos.y), Direction::Right, Some(eye_frame));
}
}

96
src/ghosts/blinky.rs Normal file
View File

@@ -0,0 +1,96 @@
use std::cell::RefCell;
use std::rc::Rc;
use sdl2::render::{Canvas, Texture};
use sdl2::video::Window;
use crate::direction::Direction;
use crate::entity::{Entity, Moving, Renderable, StaticEntity};
use crate::ghost::{Ghost, GhostMode, GhostType};
use crate::map::Map;
use crate::pacman::Pacman;
use glam::{IVec2, UVec2};
pub struct Blinky<'a> {
ghost: Ghost<'a>,
}
impl<'a> Blinky<'a> {
pub fn new(
starting_position: UVec2,
body_texture: Texture<'a>,
eyes_texture: Texture<'a>,
map: Rc<RefCell<Map>>,
pacman: Rc<RefCell<Pacman<'a>>>,
) -> Blinky<'a> {
Blinky {
ghost: Ghost::new(GhostType::Blinky, starting_position, body_texture, eyes_texture, map, pacman),
}
}
/// Gets Blinky's chase target - directly targets Pac-Man's current position
fn get_chase_target(&self) -> IVec2 {
let pacman = self.ghost.pacman.borrow();
let cell = pacman.base().cell_position;
IVec2::new(cell.x as i32, cell.y as i32)
}
pub fn set_mode(&mut self, mode: GhostMode) {
self.ghost.set_mode(mode);
}
pub fn tick(&mut self) {
self.ghost.tick();
}
}
impl<'a> Entity for Blinky<'a> {
fn base(&self) -> &StaticEntity {
self.ghost.base.base()
}
}
impl<'a> Renderable for Blinky<'a> {
fn render(&self, canvas: &mut Canvas<Window>) {
self.ghost.render(canvas);
}
}
impl<'a> Moving for Blinky<'a> {
fn move_forward(&mut self) {
self.ghost.move_forward();
}
fn update_cell_position(&mut self) {
self.ghost.update_cell_position();
}
fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
self.ghost.next_cell(direction)
}
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
self.ghost.is_wall_ahead(direction)
}
fn handle_tunnel(&mut self) -> bool {
self.ghost.handle_tunnel()
}
fn is_grid_aligned(&self) -> bool {
self.ghost.is_grid_aligned()
}
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
self.ghost.set_direction_if_valid(new_direction)
}
}
// Allow direct access to ghost fields
impl<'a> std::ops::Deref for Blinky<'a> {
type Target = Ghost<'a>;
fn deref(&self) -> &Self::Target {
&self.ghost
}
}
impl<'a> std::ops::DerefMut for Blinky<'a> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.ghost
}
}

1
src/ghosts/mod.rs Normal file
View File

@@ -0,0 +1 @@
pub mod blinky;

View File

@@ -1,5 +1,7 @@
//! This module contains helper functions that are used throughout the game.
use glam::UVec2;
/// Checks if two grid positions are adjacent to each other
///
/// # Arguments
@@ -10,19 +12,12 @@
/// # Returns
/// * `true` if positions are adjacent according to the diagonal parameter
/// * `false` otherwise
pub fn is_adjacent(a: (u32, u32), b: (u32, u32), diagonal: bool) -> bool {
let (ax, ay) = a;
let (bx, by) = b;
// Calculate absolute differences between coordinates
let dx = if ax > bx { ax - bx } else { bx - ax };
let dy = if ay > by { ay - by } else { by - ay };
pub fn is_adjacent(a: UVec2, b: UVec2, diagonal: bool) -> bool {
let dx = a.x.abs_diff(b.x);
let dy = a.y.abs_diff(b.y);
if diagonal {
// For diagonal adjacency: both differences must be ≤ 1 and at least one > 0
dx <= 1 && dy <= 1 && (dx + dy) > 0
dx <= 1 && dy <= 1 && (dx != 0 || dy != 0)
} else {
// For orthogonal adjacency: exactly one difference must be 1, the other 0
(dx == 1 && dy == 0) || (dx == 0 && dy == 1)
}
}
@@ -36,22 +31,22 @@ mod tests {
// Test orthogonal adjacency (diagonal = false)
// Same position should not be adjacent
assert!(!is_adjacent((0, 0), (0, 0), false));
assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(0, 0), false));
// Adjacent positions should be true
assert!(is_adjacent((0, 0), (1, 0), false)); // Right
assert!(is_adjacent((0, 0), (0, 1), false)); // Down
assert!(is_adjacent((1, 1), (0, 1), false)); // Left
assert!(is_adjacent((1, 1), (1, 0), false)); // Up
assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(1, 0), false)); // Right
assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(0, 1), false)); // Down
assert!(is_adjacent(UVec2::new(1, 1), UVec2::new(0, 1), false)); // Left
assert!(is_adjacent(UVec2::new(1, 1), UVec2::new(1, 0), false)); // Up
// Diagonal positions should be false
assert!(!is_adjacent((0, 0), (1, 1), false));
assert!(!is_adjacent((0, 1), (1, 0), false));
assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(1, 1), false));
assert!(!is_adjacent(UVec2::new(0, 1), UVec2::new(1, 0), false));
// Positions more than 1 step away should be false
assert!(!is_adjacent((0, 0), (2, 0), false));
assert!(!is_adjacent((0, 0), (0, 2), false));
assert!(!is_adjacent((0, 0), (2, 2), false));
assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(2, 0), false));
assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(0, 2), false));
assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(2, 2), false));
}
#[test]
@@ -59,54 +54,54 @@ mod tests {
// Test diagonal adjacency (diagonal = true)
// Same position should not be adjacent
assert!(!is_adjacent((0, 0), (0, 0), true));
assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(0, 0), true));
// Orthogonal adjacent positions should be true
assert!(is_adjacent((0, 0), (1, 0), true)); // Right
assert!(is_adjacent((0, 0), (0, 1), true)); // Down
assert!(is_adjacent((1, 1), (0, 1), true)); // Left
assert!(is_adjacent((1, 1), (1, 0), true)); // Up
assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(1, 0), true)); // Right
assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(0, 1), true)); // Down
assert!(is_adjacent(UVec2::new(1, 1), UVec2::new(0, 1), true)); // Left
assert!(is_adjacent(UVec2::new(1, 1), UVec2::new(1, 0), true)); // Up
// Diagonal adjacent positions should be true
assert!(is_adjacent((0, 0), (1, 1), true)); // Down-right
assert!(is_adjacent((1, 0), (0, 1), true)); // Down-left
assert!(is_adjacent((0, 1), (1, 0), true)); // Up-right
assert!(is_adjacent((1, 1), (0, 0), true)); // Up-left
assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(1, 1), true)); // Down-right
assert!(is_adjacent(UVec2::new(1, 0), UVec2::new(0, 1), true)); // Down-left
assert!(is_adjacent(UVec2::new(0, 1), UVec2::new(1, 0), true)); // Up-right
assert!(is_adjacent(UVec2::new(1, 1), UVec2::new(0, 0), true)); // Up-left
// Positions more than 1 step away should be false
assert!(!is_adjacent((0, 0), (2, 0), true));
assert!(!is_adjacent((0, 0), (0, 2), true));
assert!(!is_adjacent((0, 0), (2, 2), true));
assert!(!is_adjacent((0, 0), (1, 2), true));
assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(2, 0), true));
assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(0, 2), true));
assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(2, 2), true));
assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(1, 2), true));
}
#[test]
fn test_edge_cases() {
// Test with larger coordinates
assert!(is_adjacent((100, 100), (101, 100), false));
assert!(is_adjacent((100, 100), (100, 101), false));
assert!(!is_adjacent((100, 100), (102, 100), false));
assert!(is_adjacent(UVec2::new(100, 100), UVec2::new(101, 100), false));
assert!(is_adjacent(UVec2::new(100, 100), UVec2::new(100, 101), false));
assert!(!is_adjacent(UVec2::new(100, 100), UVec2::new(102, 100), false));
assert!(is_adjacent((100, 100), (101, 101), true));
assert!(!is_adjacent((100, 100), (102, 102), true));
assert!(is_adjacent(UVec2::new(100, 100), UVec2::new(101, 101), true));
assert!(!is_adjacent(UVec2::new(100, 100), UVec2::new(102, 102), true));
// Test with zero coordinates
assert!(is_adjacent((0, 0), (1, 0), false));
assert!(is_adjacent((0, 0), (0, 1), false));
assert!(is_adjacent((0, 0), (1, 1), true));
assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(1, 0), false));
assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(0, 1), false));
assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(1, 1), true));
}
#[test]
fn test_commutative_property() {
// The function should work the same regardless of parameter order
assert_eq!(
is_adjacent((1, 2), (2, 2), false),
is_adjacent((2, 2), (1, 2), false)
is_adjacent(UVec2::new(1, 2), UVec2::new(2, 2), false),
is_adjacent(UVec2::new(2, 2), UVec2::new(1, 2), false)
);
assert_eq!(
is_adjacent((1, 2), (2, 3), true),
is_adjacent((2, 3), (1, 2), true)
is_adjacent(UVec2::new(1, 2), UVec2::new(2, 3), true),
is_adjacent(UVec2::new(2, 3), UVec2::new(1, 2), true)
);
}
}

View File

@@ -11,7 +11,7 @@ use tracing_subscriber::layer::SubscriberExt;
#[cfg(windows)]
use winapi::{
shared::{ntdef::NULL, windef::HWND},
shared::ntdef::NULL,
um::{
fileapi::{CreateFileA, OPEN_EXISTING},
handleapi::INVALID_HANDLE_VALUE,
@@ -29,13 +29,13 @@ use winapi::{
/// terminal, this function does nothing.
#[cfg(windows)]
unsafe fn attach_console() {
if GetConsoleWindow() != std::ptr::null_mut() as HWND {
if !std::ptr::eq(GetConsoleWindow(), std::ptr::null_mut()) {
return;
}
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 {
let handle = CreateFileA(
"CONOUT$\0".as_ptr() as *const i8,
c"CONOUT$".as_ptr(),
GENERIC_READ | GENERIC_WRITE,
FILE_SHARE_READ | FILE_SHARE_WRITE,
std::ptr::null_mut(),
@@ -53,11 +53,16 @@ unsafe fn attach_console() {
}
mod animation;
mod asset;
mod audio;
mod constants;
mod debug;
mod direction;
mod edible;
mod entity;
mod game;
mod ghost;
mod ghosts;
mod helper;
mod map;
mod modulation;
@@ -94,26 +99,17 @@ pub fn main() {
.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");
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,
&ttf_context,
&audio_subsystem,
);
let mut game = Game::new(&mut canvas, &texture_creator, &ttf_context, &audio_subsystem);
game.audio.set_mute(cfg!(debug_assertions));
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");
// Initial draw and tick
game.draw();
@@ -121,12 +117,7 @@ pub fn main() {
// The target time for each frame of the game loop (60 FPS).
let loop_time = Duration::from_secs(1) / 60;
let mut tick_no = 0u32;
// The start of a period of time over which we average the frame time.
let mut last_averaging_time = Instant::now();
// The total time spent sleeping during the current averaging period.
let mut sleep_time = Duration::ZERO;
let mut paused = false;
// Whether the window is currently shown.
let mut shown = false;
@@ -169,11 +160,7 @@ pub fn main() {
..
} => {
paused = !paused;
event!(
tracing::Level::INFO,
"{}",
if paused { "Paused" } else { "Unpaused" }
);
event!(tracing::Level::INFO, "{}", if paused { "Paused" } else { "Unpaused" });
}
Event::KeyDown { keycode, .. } => {
game.keyboard_event(keycode.unwrap());
@@ -201,7 +188,6 @@ pub fn main() {
std::thread::sleep(time);
}
}
sleep_time += time;
} else {
event!(
tracing::Level::WARN,
@@ -210,20 +196,6 @@ pub fn main() {
);
}
tick_no += 1;
// Caclulate and display performance statistics every 60 seconds.
const PERIOD: u32 = 60 * 60;
let tick_mod = tick_no % PERIOD;
if tick_mod % PERIOD == 0 {
let average_fps = PERIOD as f32 / last_averaging_time.elapsed().as_secs_f32();
let average_sleep = sleep_time / PERIOD;
let average_process = loop_time - average_sleep;
sleep_time = Duration::ZERO;
last_averaging_time = Instant::now();
}
true
};

View File

@@ -1,6 +1,11 @@
//! This module defines the game map and provides functions for interacting with it.
use rand::seq::IteratorRandom;
use crate::constants::{MapTile, BOARD_OFFSET, CELL_SIZE};
use crate::constants::{BOARD_HEIGHT, BOARD_WIDTH};
use glam::{IVec2, UVec2};
use once_cell::sync::OnceCell;
use std::collections::{HashSet, VecDeque};
/// The game map.
///
@@ -22,48 +27,34 @@ impl Map {
pub fn new(raw_board: [&str; BOARD_HEIGHT as usize]) -> Map {
let mut map = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_WIDTH 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));
for (y, line) in raw_board.iter().enumerate().take(BOARD_HEIGHT as usize) {
for (x, character) in line.chars().enumerate().take(BOARD_WIDTH as usize) {
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)
}
'T' => MapTile::Tunnel,
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),
_ => panic!("Unknown character in board: {character}"),
};
map[x as usize][y as usize] = tile;
map[x][y] = tile;
}
}
Map {
current: map,
default: map.clone(),
default: map,
}
}
/// Resets the map to its original state.
pub fn reset(&mut self) {
// Restore the map to its original state
for x in 0..BOARD_WIDTH as usize {
for y in 0..BOARD_HEIGHT as usize {
self.current[x][y] = self.default[x][y];
for (x, col) in self.current.iter_mut().enumerate().take(BOARD_WIDTH as usize) {
for (y, cell) in col.iter_mut().enumerate().take(BOARD_HEIGHT as usize) {
*cell = self.default[x][y];
}
}
}
@@ -73,9 +64,9 @@ impl Map {
/// # Arguments
///
/// * `cell` - The cell coordinates, in grid coordinates.
pub fn get_tile(&self, cell: (i32, i32)) -> Option<MapTile> {
let x = cell.0 as usize;
let y = cell.1 as usize;
pub fn get_tile(&self, cell: IVec2) -> Option<MapTile> {
let x = cell.x as usize;
let y = cell.y as usize;
if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize {
return None;
@@ -90,9 +81,9 @@ impl Map {
///
/// * `cell` - The cell coordinates, in grid coordinates.
/// * `tile` - The tile to set.
pub fn set_tile(&mut self, cell: (i32, i32), tile: MapTile) -> bool {
let x = cell.0 as usize;
let y = cell.1 as usize;
pub fn set_tile(&mut self, cell: IVec2, tile: MapTile) -> bool {
let x = cell.x as usize;
let y = cell.y as usize;
if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize {
return false;
@@ -107,10 +98,60 @@ impl Map {
/// # Arguments
///
/// * `cell` - The cell coordinates, in grid coordinates.
pub fn cell_to_pixel(cell: (u32, u32)) -> (i32, i32) {
(
(cell.0 * CELL_SIZE) as i32,
((cell.1 + BOARD_OFFSET.1) * CELL_SIZE) as i32,
)
pub fn cell_to_pixel(cell: UVec2) -> IVec2 {
IVec2::new((cell.x * CELL_SIZE) as i32, ((cell.y + BOARD_OFFSET.1) * CELL_SIZE) as i32)
}
/// Returns a reference to a cached vector of all valid playable positions in the maze.
/// This is computed once using a flood fill from a random pellet, and then cached.
pub fn get_valid_playable_positions(&mut self) -> &Vec<UVec2> {
use MapTile::*;
static CACHE: OnceCell<Vec<UVec2>> = OnceCell::new();
if let Some(cached) = CACHE.get() {
return cached;
}
// Find a random starting pellet
let mut pellet_positions = vec![];
for (x, col) in self.current.iter().enumerate().take(BOARD_WIDTH as usize) {
for (y, &cell) in col.iter().enumerate().take(BOARD_HEIGHT as usize) {
match cell {
Pellet | PowerPellet => pellet_positions.push(UVec2::new(x as u32, y as u32)),
_ => {}
}
}
}
let mut rng = rand::rng();
let &start = pellet_positions
.iter()
.choose(&mut rng)
.expect("No pellet found for flood fill");
// Flood fill
let mut visited = HashSet::new();
let mut queue = VecDeque::new();
queue.push_back(start);
while let Some(pos) = queue.pop_front() {
if !visited.insert(pos) {
continue;
}
match self.current[pos.x as usize][pos.y as usize] {
Empty | Pellet | PowerPellet => {
for offset in [IVec2::new(-1, 0), IVec2::new(1, 0), IVec2::new(0, -1), IVec2::new(0, 1)] {
let neighbor = (pos.as_ivec2() + offset).as_uvec2();
if neighbor.x < BOARD_WIDTH && neighbor.y < BOARD_HEIGHT {
let neighbor_tile = self.current[neighbor.x as usize][neighbor.y as usize];
if matches!(neighbor_tile, Empty | Pellet | PowerPellet) {
queue.push_back(neighbor);
}
}
}
}
StartingPosition(_) | Wall | Tunnel => {}
}
}
let mut result: Vec<UVec2> = visited.into_iter().collect();
result.sort_unstable_by_key(|v| (v.x, v.y));
CACHE.get_or_init(|| result)
}
}

View File

@@ -6,232 +6,127 @@ use sdl2::{
render::{Canvas, Texture},
video::Window,
};
use tracing::event;
use crate::{
animation::AnimatedTexture,
constants::MapTile,
constants::{BOARD_OFFSET, CELL_SIZE},
animation::{AnimatedAtlasTexture, FrameDrawn},
direction::Direction,
entity::Entity,
entity::{Entity, MovableEntity, Moving, Renderable, StaticEntity},
map::Map,
modulation::{SimpleTickModulator, TickModulator},
};
use glam::{IVec2, UVec2};
/// The Pac-Man entity.
pub struct Pacman<'a> {
/// The absolute position of Pac-Man on the board, in pixels.
pub pixel_position: (i32, i32),
/// The position of Pac-Man on the board, in grid coordinates.
/// This is only updated at the moment Pac-Man is aligned with the grid.
pub cell_position: (u32, u32),
/// The current direction of Pac-Man.
pub direction: Direction,
/// Shared movement and position fields.
pub base: MovableEntity,
/// The next direction of Pac-Man, which will be applied when Pac-Man is next aligned with the grid.
pub next_direction: Option<Direction>,
/// Whether Pac-Man is currently stopped.
pub stopped: bool,
map: Rc<RefCell<Map>>,
speed: u32,
modulation: SimpleTickModulator,
sprite: AnimatedTexture<'a>,
pub sprite: AnimatedAtlasTexture<'a>,
}
impl<'a> Entity for Pacman<'a> {
fn base(&self) -> &StaticEntity {
&self.base.base
}
}
impl<'a> Moving for Pacman<'a> {
fn move_forward(&mut self) {
self.base.move_forward();
}
fn update_cell_position(&mut self) {
self.base.update_cell_position();
}
fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
self.base.next_cell(direction)
}
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
self.base.is_wall_ahead(direction)
}
fn handle_tunnel(&mut self) -> bool {
self.base.handle_tunnel()
}
fn is_grid_aligned(&self) -> bool {
self.base.is_grid_aligned()
}
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
self.base.set_direction_if_valid(new_direction)
}
}
impl Pacman<'_> {
/// Creates a new `Pacman` instance.
///
/// # Arguments
///
/// * `starting_position` - The starting position of Pac-Man, in grid coordinates.
/// * `atlas` - The texture atlas containing the Pac-Man sprites.
/// * `map` - A reference to the game map.
pub fn new<'a>(
starting_position: (u32, u32),
atlas: Texture<'a>,
map: Rc<RefCell<Map>>,
) -> Pacman<'a> {
pub fn new<'a>(starting_position: UVec2, atlas: Texture<'a>, map: Rc<RefCell<Map>>) -> Pacman<'a> {
let pixel_position = Map::cell_to_pixel(starting_position);
Pacman {
pixel_position: Map::cell_to_pixel(starting_position),
cell_position: starting_position,
direction: Direction::Right,
base: MovableEntity::new(
pixel_position,
starting_position,
Direction::Right,
3,
SimpleTickModulator::new(1.0),
map,
),
next_direction: None,
speed: 3,
map,
stopped: false,
modulation: SimpleTickModulator::new(1.0),
sprite: AnimatedTexture::new(atlas, 2, 3, 32, 32, Some((-4, -4))),
sprite: AnimatedAtlasTexture::new(atlas, 2, 3, 32, 32, Some((-4, -4))),
}
}
/// Renders Pac-Man to the canvas.
///
/// # Arguments
///
/// * `canvas` - The SDL canvas to render to.
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
// When stopped, render the last frame of the animation
if self.stopped {
self.sprite
.render_until(canvas, self.pixel_position, self.direction, 2);
} else {
self.sprite
.render(canvas, self.pixel_position, self.direction);
}
}
/// Calculates the next cell in the given direction.
///
/// # Arguments
///
/// * `direction` - The direction to check. If `None`, the current direction is used.
pub fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
let (x, y) = direction.unwrap_or(self.direction).offset();
let cell = self.cell_position;
(cell.0 as i32 + x, cell.1 as i32 + y)
}
/// Handles a requested direction change.
///
/// The direction change is only applied if the next tile in the requested
/// direction is not a wall.
fn handle_direction_change(&mut self) -> bool {
match self.next_direction {
// If there is no next direction, do nothing.
None => return false,
// If the next direction is the same as the current direction, do nothing.
Some(next_direction) => {
if next_direction == self.direction {
if <Pacman as Moving>::set_direction_if_valid(self, next_direction) {
self.next_direction = None;
return false;
return true;
}
}
}
// Get the next cell in the proposed direction.
let proposed_next_cell = self.next_cell(self.next_direction);
let proposed_next_tile = self
.map
.borrow()
.get_tile(proposed_next_cell)
.unwrap_or(MapTile::Empty);
// If the next tile is a wall, do nothing.
if proposed_next_tile == MapTile::Wall {
return false;
}
// If the next tile is not a wall, change direction.
event!(
tracing::Level::DEBUG,
"Direction change: {:?} -> {:?} at position ({}, {}) internal ({}, {})",
self.direction,
self.next_direction.unwrap(),
self.pixel_position.0,
self.pixel_position.1,
self.internal_position().0,
self.internal_position().1
);
self.direction = self.next_direction.unwrap();
self.next_direction = None;
true
false
}
/// Returns the internal position of Pac-Man, rounded down to the nearest
/// even number.
///
/// This is used to ensure that Pac-Man is aligned with the grid before
/// changing direction.
fn internal_position_even(&self) -> (u32, u32) {
let (x, y) = self.internal_position();
((x / 2u32) * 2u32, (y / 2u32) * 2u32)
}
}
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
/// Returns the internal position of Pac-Man, rounded down to the nearest even number.
fn internal_position_even(&self) -> UVec2 {
let pos = self.base.internal_position();
UVec2::new((pos.x / 2) * 2, (pos.y / 2) * 2)
}
fn position(&self) -> (i32, i32) {
self.pixel_position
}
fn cell_position(&self) -> (u32, u32) {
self.cell_position
}
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) {
// Pac-Man can only change direction when he is perfectly aligned with the grid.
let can_change = self.internal_position_even() == (0, 0);
if let Some(next_direction) = self.next_direction {
if next_direction == self.direction.opposite() {
let next_tile_position = self.next_cell(Some(next_direction));
let next_tile = self
.map
.borrow()
.get_tile(next_tile_position)
.unwrap_or(MapTile::Empty);
if next_tile != MapTile::Wall {
self.direction = next_direction;
self.next_direction = None;
}
}
}
pub fn tick(&mut self) {
let can_change = self.internal_position_even() == UVec2::ZERO;
if can_change {
self.handle_direction_change();
// Check if the next tile in the current direction is a wall.
let next_tile_position = self.next_cell(None);
let next_tile = self
.map
.borrow()
.get_tile(next_tile_position)
.unwrap_or(MapTile::Empty);
if !self.stopped && next_tile == MapTile::Wall {
event!(tracing::Level::DEBUG, "Wall collision. Stopping.");
self.stopped = true;
} else if self.stopped && next_tile != MapTile::Wall {
event!(tracing::Level::DEBUG, "Wall collision resolved. Moving.");
self.stopped = false;
<Pacman as Moving>::update_cell_position(self);
if !<Pacman as Moving>::handle_tunnel(self) {
self.handle_direction_change();
if !self.stopped && <Pacman as Moving>::is_wall_ahead(self, None) {
self.stopped = true;
} else if self.stopped && !<Pacman as Moving>::is_wall_ahead(self, None) {
self.stopped = false;
}
}
}
if !self.stopped && self.modulation.next() {
let speed = self.speed as i32;
match self.direction {
Direction::Right => {
self.pixel_position.0 += speed;
}
Direction::Left => {
self.pixel_position.0 -= speed;
}
Direction::Up => {
self.pixel_position.1 -= speed;
}
Direction::Down => {
self.pixel_position.1 += speed;
}
}
// Update the cell position if Pac-Man is aligned with the grid.
if self.internal_position_even() == (0, 0) {
self.cell_position = (
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
);
if !self.stopped && self.base.modulation.next() {
<Pacman as Moving>::move_forward(self);
if self.internal_position_even() == UVec2::ZERO {
<Pacman as Moving>::update_cell_position(self);
}
}
}
}
impl Renderable for Pacman<'_> {
fn render(&self, canvas: &mut Canvas<Window>) {
let pos = self.base.base.pixel_position;
let dir = self.base.direction;
if self.stopped {
self.sprite.render(canvas, (pos.x, pos.y), dir, Some(2));
} else {
self.sprite.render(canvas, (pos.x, pos.y), dir, None);
}
}
}