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43 Commits

Author SHA1 Message Date
abc37dee4e ci: fix vcpkg cache keys to use target for platforms with multiple targets, allow restore oldkey 2025-07-24 01:04:21 -05:00
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
51 changed files with 1418 additions and 1298 deletions

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@@ -8,5 +8,5 @@ rustflags = [
# "-C", "link-args=-sALLOW_MEMORY_GROWTH=1", # "-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']", "-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 # 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

136
.github/workflows/build.yaml vendored Normal file
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@@ -0,0 +1,136 @@
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: ${{ env.RUST_TOOLCHAIN }}
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: target/vcpkg
key: vcpkg-${{ runner.os }}-${{ matrix.target }}-${{ hashFiles('Cargo.toml', 'Cargo.lock') }}
restore-keys: |
${{ runner.os }}-vcpkg
vcpkg-${{ runner.os }}-${{ matrix.target }}-
- name: Vcpkg Linux Dependencies
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install -y build-essential gettext libltdl-dev zlib1g-dev
- name: Vcpkg
run: |
cargo install cargo-vcpkg
cargo vcpkg -v build
- name: Build
run: cargo build --release
- name: Acquire Package Version
shell: bash
run: |
PACKAGE_VERSION=$(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

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@@ -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

4
.gitignore vendored
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@@ -3,5 +3,5 @@
.idea .idea
*.dll *.dll
rust-sdl2-emscripten/ rust-sdl2-emscripten/
assets/build.css assets/site/build.css
emsdk/ 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

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@@ -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

44
Cargo.lock generated
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@@ -11,6 +11,12 @@ dependencies = [
"memchr", "memchr",
] ]
[[package]]
name = "anyhow"
version = "1.0.98"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e16d2d3311acee920a9eb8d33b8cbc1787ce4a264e85f964c2404b969bdcd487"
[[package]] [[package]]
name = "autocfg" name = "autocfg"
version = "1.5.0" version = "1.5.0"
@@ -71,6 +77,12 @@ dependencies = [
"wasi", "wasi",
] ]
[[package]]
name = "glam"
version = "0.30.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "50a99dbe56b72736564cfa4b85bf9a33079f16ae8b74983ab06af3b1a3696b11"
[[package]] [[package]]
name = "hashbrown" name = "hashbrown"
version = "0.15.4" version = "0.15.4"
@@ -150,9 +162,9 @@ dependencies = [
[[package]] [[package]]
name = "once_cell" name = "once_cell"
version = "1.18.0" version = "1.21.3"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "dd8b5dd2ae5ed71462c540258bedcb51965123ad7e7ccf4b9a8cafaa4a63576d" checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
[[package]] [[package]]
name = "overload" name = "overload"
@@ -164,12 +176,16 @@ checksum = "b15813163c1d831bf4a13c3610c05c0d03b39feb07f7e09fa234dac9b15aaf39"
name = "pacman" name = "pacman"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"anyhow",
"glam",
"lazy_static", "lazy_static",
"libc", "libc",
"once_cell",
"pathfinding", "pathfinding",
"rand", "rand",
"sdl2", "sdl2",
"spin_sleep", "spin_sleep",
"thiserror 1.0.69",
"tracing", "tracing",
"tracing-error", "tracing-error",
"tracing-subscriber", "tracing-subscriber",
@@ -187,7 +203,7 @@ dependencies = [
"integer-sqrt", "integer-sqrt",
"num-traits", "num-traits",
"rustc-hash", "rustc-hash",
"thiserror", "thiserror 2.0.12",
] ]
[[package]] [[package]]
@@ -374,13 +390,33 @@ dependencies = [
"unicode-ident", "unicode-ident",
] ]
[[package]]
name = "thiserror"
version = "1.0.69"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b6aaf5339b578ea85b50e080feb250a3e8ae8cfcdff9a461c9ec2904bc923f52"
dependencies = [
"thiserror-impl 1.0.69",
]
[[package]] [[package]]
name = "thiserror" name = "thiserror"
version = "2.0.12" version = "2.0.12"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "567b8a2dae586314f7be2a752ec7474332959c6460e02bde30d702a66d488708" checksum = "567b8a2dae586314f7be2a752ec7474332959c6460e02bde30d702a66d488708"
dependencies = [ dependencies = [
"thiserror-impl", "thiserror-impl 2.0.12",
]
[[package]]
name = "thiserror-impl"
version = "1.0.69"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "4fee6c4efc90059e10f81e6d42c60a18f76588c3d74cb83a0b242a2b6c7504c1"
dependencies = [
"proc-macro2",
"quote",
"syn",
] ]
[[package]] [[package]]

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@@ -14,6 +14,10 @@ sdl2 = { version = "0.38.0", features = ["image", "ttf"] }
spin_sleep = "1.3.2" spin_sleep = "1.3.2"
rand = "0.9.2" rand = "0.9.2"
pathfinding = "4.14" 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] [target.'cfg(target_os = "windows")'.dependencies.winapi]
version = "0.3" version = "0.3"
@@ -31,13 +35,15 @@ default-features = false
features = ["ttf","image","gfx","mixer","static-link","use-vcpkg"] features = ["ttf","image","gfx","mixer","static-link","use-vcpkg"]
[package.metadata.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" 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 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] [package.metadata.vcpkg.target]
x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" } 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] [target.'cfg(target_os = "emscripten")'.dependencies]
libc = "0.2.16" libc = "0.2.16"

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@@ -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 fi
echo "Generating CSS" 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" echo "Copying WASM files"
mkdir -p dist mkdir -p dist
output_folder="target/wasm32-unknown-emscripten/$build_type" output_folder="target/wasm32-unknown-emscripten/$build_type"
cp assets/index.html dist
# cp assets/*.woff* dist cp assets/site/{build.css,favicon.ico,index.html} dist
cp assets/build.css dist cp $output_folder/pacman.{wasm,js} dist
cp assets/favicon.ico dist if [ -f $output_folder/deps/pacman.data ]; then
cp $output_folder/pacman.wasm dist cp $output_folder/deps/pacman.data dist
cp $output_folder/pacman.js dist fi
# only if .data file exists
cp $output_folder/deps/pacman.data dist
if [ -f $output_folder/pacman.wasm.map ]; then if [ -f $output_folder/pacman.wasm.map ]; then
cp $output_folder/pacman.wasm.map dist cp $output_folder/pacman.wasm.map dist
fi fi

View File

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

6
rustfmt.toml Normal file
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@@ -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::{ use sdl2::{
rect::Rect, rect::Rect,
render::{Canvas, Texture}, render::{Canvas, Texture},
@@ -7,144 +7,57 @@ use sdl2::{
use crate::direction::Direction; use crate::direction::Direction;
/// An animated texture, which is a texture that is rendered as a series of /// Trait for drawable atlas-based textures
/// frames. pub trait FrameDrawn {
/// fn render(&self, canvas: &mut Canvas<Window>, position: (i32, i32), direction: Direction, frame: Option<u32>);
/// This struct manages the state of an animated texture, including the current
/// frame and the number of frames in the animation.
pub struct AnimatedTexture<'a> {
// Parameters
raw_texture: Texture<'a>,
offset: (i32, i32),
ticks_per_frame: u32,
frame_count: u32,
width: u32,
height: u32,
// State
ticker: u32,
reversed: bool,
} }
impl<'a> AnimatedTexture<'a> { /// A texture atlas abstraction for static (non-animated) rendering.
pub fn new( pub struct AtlasTexture<'a> {
texture: Texture<'a>, pub raw_texture: Texture<'a>,
ticks_per_frame: u32, pub offset: (i32, i32),
frame_count: u32, pub frame_count: u32,
width: u32, pub frame_width: u32,
height: u32, pub frame_height: u32,
offset: Option<(i32, i32)>, }
) -> Self {
AnimatedTexture { 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, raw_texture: texture,
ticker: 0,
reversed: false,
ticks_per_frame,
frame_count, frame_count,
width, frame_width,
height, frame_height,
offset: offset.unwrap_or((0, 0)), offset: offset.unwrap_or((0, 0)),
} }
} }
fn current_frame(&self) -> u32 { pub fn get_frame_rect(&self, frame: u32) -> Option<Rect> {
self.ticker / self.ticks_per_frame
}
/// Advances the animation by one tick.
///
/// This method updates the internal ticker that tracks the current frame
/// of the animation. The animation automatically reverses direction when
/// it reaches the end, creating a ping-pong effect.
///
/// When `reversed` is `false`, the ticker increments until it reaches
/// the total number of ticks for all frames, then reverses direction.
/// When `reversed` is `true`, the ticker decrements until it reaches 0,
/// then reverses direction again.
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;
}
}
}
/// Gets the source rectangle for a specific frame of the animated texture.
///
/// This method calculates the position and dimensions of a frame within the
/// texture atlas. Frames are arranged horizontally in a single row, so the
/// rectangle's x-coordinate is calculated by multiplying the frame index
/// by the frame width.
///
/// # Arguments
///
/// * `frame` - The frame index to get the rectangle for (0-based)
///
/// # Returns
///
/// A `Rect` representing the source rectangle for the specified frame
fn get_frame_rect(&self, frame: u32) -> Option<Rect> {
if frame >= self.frame_count { if frame >= self.frame_count {
return None; return None;
} }
Some(Rect::new( Some(Rect::new(
frame as i32 * self.width as i32, frame as i32 * self.frame_width as i32,
0, 0,
self.width, self.frame_width,
self.height, self.frame_height,
)) ))
} }
pub fn render( pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) {
&mut self, self.raw_texture.set_color_mod(r, g, b);
canvas: &mut Canvas<Window>,
position: (i32, i32),
direction: Direction,
) {
self.render_static(canvas, position, direction, Some(self.current_frame()));
self.tick();
} }
}
/// Renders a specific frame of the animated texture to the canvas. impl<'a> FrameDrawn for AtlasTexture<'a> {
/// fn render(&self, canvas: &mut Canvas<Window>, position: (i32, i32), direction: Direction, frame: Option<u32>) {
/// This method renders a static frame without advancing the animation ticker. let texture_source_frame_rect = self.get_frame_rect(frame.unwrap_or(0));
/// It's useful for displaying a specific frame, such as when an entity is stopped
/// or when you want to manually control which frame is displayed.
///
/// # Arguments
///
/// * `canvas` - The SDL canvas to render to
/// * `position` - The pixel position where the texture should be rendered
/// * `direction` - The direction to rotate the texture based on entity facing
/// * `frame` - Optional specific frame to render. If `None`, uses the current frame
///
/// # Panics
///
/// Panics if the specified frame is out of bounds for this texture.
pub fn render_static(
&mut 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_else(|| self.current_frame()));
let canvas_destination_rect = Rect::new( let canvas_destination_rect = Rect::new(
position.0 + self.offset.0, position.0 + self.offset.0,
position.1 + self.offset.1, position.1 + self.offset.1,
self.width, self.frame_width,
self.height, self.frame_height,
); );
canvas canvas
.copy_ex( .copy_ex(
&self.raw_texture, &self.raw_texture,
@@ -157,9 +70,67 @@ impl<'a> AnimatedTexture<'a> {
) )
.expect("Could not render texture on canvas"); .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;
}
}
}
/// Sets the color modulation for the texture.
pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) { pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) {
self.raw_texture.set_color_mod(r, g, b); 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. //! This module handles the audio playback for the game.
use crate::asset::{get_asset_bytes, Asset};
use sdl2::{ use sdl2::{
mixer::{self, Chunk, InitFlag, LoaderRWops, DEFAULT_FORMAT}, mixer::{self, Chunk, InitFlag, LoaderRWops, DEFAULT_FORMAT},
rwops::RWops, rwops::RWops,
}; };
const SOUND_1_DATA: &[u8] = include_bytes!("../assets/wav/1.ogg"); const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::Wav4];
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];
/// The audio system for the game. /// The audio system for the game.
/// ///
@@ -20,6 +15,7 @@ pub struct Audio {
_mixer_context: mixer::Sdl2MixerContext, _mixer_context: mixer::Sdl2MixerContext,
sounds: Vec<Chunk>, sounds: Vec<Chunk>,
next_sound_index: usize, next_sound_index: usize,
muted: bool,
} }
impl Audio { impl Audio {
@@ -29,26 +25,26 @@ impl Audio {
let format = DEFAULT_FORMAT; let format = DEFAULT_FORMAT;
let channels = 4; let channels = 4;
let chunk_size = 128; let chunk_size = 128;
mixer::open_audio(frequency, format, 1, chunk_size).expect("Failed to open audio"); mixer::open_audio(frequency, format, 1, chunk_size).expect("Failed to open audio");
mixer::allocate_channels(channels); mixer::allocate_channels(channels);
// set channel volume // set channel volume
for i in 0..channels { 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 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() .iter()
.enumerate() .enumerate()
.map(|(i, data)| { .map(|(i, asset)| {
let rwops = RWops::from_bytes(data) let data = get_asset_bytes(*asset).expect("Failed to load sound asset");
.expect(&format!("Failed to create RWops for sound {}", i + 1)); let rwops = RWops::from_bytes(&data).unwrap_or_else(|_| panic!("Failed to create RWops for sound {}", i + 1));
rwops.load_wav().expect(&format!( rwops
"Failed to load sound {} from embedded data", .load_wav()
i + 1 .unwrap_or_else(|_| panic!("Failed to load sound {} from asset API", i + 1))
))
}) })
.collect(); .collect();
@@ -56,21 +52,16 @@ impl Audio {
_mixer_context: mixer_context, _mixer_context: mixer_context,
sounds, sounds,
next_sound_index: 0, next_sound_index: 0,
muted: false,
} }
} }
/// Plays the "eat" sound effect. /// Plays the "eat" sound effect.
///
/// This function also logs the time since the last sound effect was played.
pub fn eat(&mut self) { pub fn eat(&mut self) {
if let Some(chunk) = self.sounds.get(self.next_sound_index) { if let Some(chunk) = self.sounds.get(self.next_sound_index) {
match mixer::Channel(0).play(chunk, 0) { match mixer::Channel(0).play(chunk, 0) {
Ok(channel) => { Ok(channel) => {
tracing::info!( tracing::trace!("Playing sound #{} on channel {:?}", self.next_sound_index + 1, channel);
"Playing sound #{} on channel {:?}",
self.next_sound_index + 1,
channel
);
} }
Err(e) => { Err(e) => {
tracing::warn!("Could not play sound #{}: {}", self.next_sound_index + 1, 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(); 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

@@ -36,6 +36,58 @@ pub enum MapTile {
Tunnel, 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. /// The raw layout of the game board, as a 2D array of characters.
pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [ pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
"############################", "############################",

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
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@@ -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 use crate::{
//! objects that can be moved and rendered. 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. /// A trait for game objects that can be moved and rendered.
pub trait Entity { 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. /// Returns true if the entity is colliding with the other entity.
fn is_colliding(&self, other: &dyn Entity) -> bool; fn is_colliding(&self, other: &dyn Entity) -> bool {
/// Returns the absolute position of the entity, in pixels. let a = self.base().pixel_position;
fn position(&self) -> (i32, i32); let b = other.base().pixel_position;
/// Returns the cell position of the entity, in grid coordinates. a == b
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. /// A trait for entities that can move and interact with the map.
fn tick(&mut self); 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

@@ -1,7 +1,9 @@
//! This module contains the main game logic and state. //! This module contains the main game logic and state.
use std::cell::RefCell; use std::cell::RefCell;
use std::ops::Not;
use std::rc::Rc; use std::rc::Rc;
use glam::UVec2;
use rand::seq::IteratorRandom; use rand::seq::IteratorRandom;
use sdl2::image::LoadTexture; use sdl2::image::LoadTexture;
use sdl2::keyboard::Keycode; use sdl2::keyboard::Keycode;
@@ -10,54 +12,39 @@ use sdl2::rwops::RWops;
use sdl2::ttf::Font; use sdl2::ttf::Font;
use sdl2::video::WindowContext; use sdl2::video::WindowContext;
use sdl2::{pixels::Color, render::Canvas, video::Window}; 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::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::direction::Direction;
use crate::entity::Entity; use crate::edible::{reconstruct_edibles, Edible, EdibleKind};
use crate::ghosts::Blinky; use crate::entity::Renderable;
use crate::ghosts::blinky::Blinky;
use crate::map::Map; use crate::map::Map;
use crate::pacman::Pacman; 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");
// Add ghost texture data
static GHOST_BODY_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/ghost_body.png");
static GHOST_EYES_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/ghost_eyes.png");
/// The main game state. /// The main game state.
/// ///
/// This struct contains all the information necessary to run the game, including /// This struct contains all the information necessary to run the game, including
/// the canvas, textures, fonts, game objects, and the current score. /// the canvas, textures, fonts, game objects, and the current score.
#[derive(PartialEq, Eq, Clone, Copy)]
pub enum DebugMode {
None,
Grid,
Pathfinding,
}
pub struct Game<'a> { pub struct Game<'a> {
canvas: &'a mut Canvas<Window>, canvas: &'a mut Canvas<Window>,
map_texture: Texture<'a>, map_texture: Texture<'a>,
pellet_texture: Texture<'a>, pellet_texture: Rc<AtlasTexture<'a>>,
power_pellet_texture: Texture<'a>, power_pellet_texture: Rc<AtlasTexture<'a>>,
font: Font<'a, 'static>, font: Font<'a, 'static>,
pacman: Rc<RefCell<Pacman<'a>>>, pacman: Rc<RefCell<Pacman<'a>>>,
map: Rc<std::cell::RefCell<Map>>, map: Rc<RefCell<Map>>,
debug_mode: DebugMode, debug_mode: DebugMode,
score: u32, score: u32,
audio: Audio, pub audio: Audio,
// Add ghost
blinky: Blinky<'a>, blinky: Blinky<'a>,
edibles: Vec<Edible<'a>>,
} }
impl Game<'_> { impl<'a> Game<'a> {
/// Creates a new `Game` instance. /// Creates a new `Game` instance.
/// ///
/// # Arguments /// # Arguments
@@ -66,65 +53,88 @@ impl Game<'_> {
/// * `texture_creator` - The SDL texture creator. /// * `texture_creator` - The SDL texture creator.
/// * `ttf_context` - The SDL TTF context. /// * `ttf_context` - The SDL TTF context.
/// * `_audio_subsystem` - The SDL audio subsystem (currently unused). /// * `_audio_subsystem` - The SDL audio subsystem (currently unused).
pub fn new<'a>( pub fn new(
canvas: &'a mut Canvas<Window>, canvas: &'a mut Canvas<Window>,
texture_creator: &'a TextureCreator<WindowContext>, texture_creator: &'a TextureCreator<WindowContext>,
ttf_context: &'a sdl2::ttf::Sdl2TtfContext, ttf_context: &'a sdl2::ttf::Sdl2TtfContext,
_audio_subsystem: &'a sdl2::AudioSubsystem, _audio_subsystem: &'a sdl2::AudioSubsystem,
) -> Game<'a> { ) -> 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 let pacman_atlas = texture_creator
.load_texture_bytes(PACMAN_TEXTURE_DATA) .load_texture_bytes(&pacman_bytes)
.expect("Could not load pacman texture from embedded data"); .expect("Could not load pacman texture from asset API");
let pacman = Rc::new(std::cell::RefCell::new(Pacman::new( let pacman = Rc::new(RefCell::new(Pacman::new(UVec2::new(1, 1), pacman_atlas, Rc::clone(&map))));
(1, 1),
pacman_atlas,
Rc::clone(&map),
)));
// Load ghost textures // Load ghost textures
let ghost_body_bytes = get_asset_bytes(Asset::GhostBody).expect("Failed to load asset");
let ghost_body = texture_creator let ghost_body = texture_creator
.load_texture_bytes(GHOST_BODY_TEXTURE_DATA) .load_texture_bytes(&ghost_body_bytes)
.expect("Could not load ghost body texture from embedded data"); .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 let ghost_eyes = texture_creator
.load_texture_bytes(GHOST_EYES_TEXTURE_DATA) .load_texture_bytes(&ghost_eyes_bytes)
.expect("Could not load ghost eyes texture from embedded data"); .expect("Could not load ghost eyes texture from asset API");
// Create Blinky // Create Blinky
let blinky = Blinky::new( let blinky = Blinky::new(
(13, 11), // Starting position just above ghost house UVec2::new(13, 11), // Starting position just above ghost house
ghost_body, ghost_body,
ghost_eyes, ghost_eyes,
Rc::clone(&map), Rc::clone(&map),
Rc::clone(&pacman), Rc::clone(&pacman),
); );
// Load pellet texture from embedded data // Load pellet texture from asset API
let pellet_texture = texture_creator let pellet_bytes = get_asset_bytes(Asset::Pellet).expect("Failed to load asset");
.load_texture_bytes(PELLET_TEXTURE_DATA) let pellet_texture = Rc::new(AtlasTexture::new(
.expect("Could not load pellet texture from embedded data"); 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 power pellet texture from embedded data // Load map texture from asset API
let power_pellet_texture = texture_creator let map_bytes = get_asset_bytes(Asset::Map).expect("Failed to load asset");
.load_texture_bytes(POWER_PELLET_TEXTURE_DATA) let mut map_texture = texture_creator
.expect("Could not load power pellet texture from embedded data"); .load_texture_bytes(&map_bytes)
.expect("Could not load map texture from asset API");
map_texture.set_color_mod(0, 0, 255);
// Load font from embedded data let edibles = reconstruct_edibles(
let font_rwops = RWops::from_bytes(FONT_DATA).expect("Failed to create RWops for font"); Rc::clone(&map),
let font = ttf_context Rc::clone(&pellet_texture),
.load_font_from_rwops(font_rwops, 24) Rc::clone(&power_pellet_texture),
.expect("Could not load font from embedded data"); 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(); 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 { Game {
canvas, canvas,
pacman, pacman,
@@ -137,6 +147,7 @@ impl Game<'_> {
score: 0, score: 0,
audio, audio,
blinky, blinky,
edibles,
} }
} }
@@ -148,15 +159,26 @@ impl Game<'_> {
pub fn keyboard_event(&mut self, keycode: Keycode) { pub fn keyboard_event(&mut self, keycode: Keycode) {
// Change direction // Change direction
let direction = Direction::from_keycode(keycode); let direction = Direction::from_keycode(keycode);
self.pacman.borrow_mut().next_direction = direction; if direction.is_some() {
self.pacman.borrow_mut().next_direction = direction;
return;
}
// Toggle debug mode // Toggle debug mode
if keycode == Keycode::Space { if keycode == Keycode::Space {
self.debug_mode = match self.debug_mode { self.debug_mode = match self.debug_mode {
DebugMode::None => DebugMode::Grid, DebugMode::None => DebugMode::Grid,
DebugMode::Grid => DebugMode::Pathfinding, DebugMode::Grid => DebugMode::Pathfinding,
DebugMode::Pathfinding => DebugMode::None, 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 // Reset game
@@ -185,82 +207,76 @@ impl Game<'_> {
// Reset the score // Reset the score
self.score = 0; self.score = 0;
// Reset Pacman position // Get valid positions from the cached flood fill and randomize positions in a single block
let mut pacman = self.pacman.borrow_mut(); {
pacman.pixel_position = Map::cell_to_pixel((1, 1)); let mut map = self.map.borrow_mut();
pacman.cell_position = (1, 1); let valid_positions = map.get_valid_playable_positions();
pacman.in_tunnel = false; let mut rng = rand::rng();
pacman.direction = Direction::Right;
pacman.next_direction = None;
pacman.stopped = false;
// Reset ghost positions and mode // Randomize Pac-Man position
let mut rng = rand::rng(); if let Some(pos) = valid_positions.iter().choose(&mut rng) {
let map = self.map.borrow(); let mut pacman = self.pacman.borrow_mut();
let mut valid_positions = vec![]; pacman.base.base.pixel_position = Map::cell_to_pixel(*pos);
for x in 1..(crate::constants::BOARD_WIDTH - 1) { pacman.base.base.cell_position = *pos;
for y in 1..(crate::constants::BOARD_HEIGHT - 1) { pacman.base.in_tunnel = false;
let tile_option = map.get_tile((x as i32, y as i32)); pacman.base.direction = Direction::Right;
pacman.next_direction = None;
pacman.stopped = false;
}
if let Some(tile) = tile_option { // Randomize ghost position
match tile { if let Some(pos) = valid_positions.iter().choose(&mut rng) {
MapTile::Empty | MapTile::Pellet | MapTile::PowerPellet => { self.blinky.base.base.pixel_position = Map::cell_to_pixel(*pos);
valid_positions.push((x, y)); 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;
}
} }
} }
if let Some(&(gx, gy)) = valid_positions.iter().choose(&mut rng) {
self.blinky.pixel_position = Map::cell_to_pixel((gx, gy)); self.edibles = reconstruct_edibles(
self.blinky.cell_position = (gx, gy); Rc::clone(&self.map),
self.blinky.in_tunnel = false; Rc::clone(&self.pellet_texture),
self.blinky.direction = Direction::Left; Rc::clone(&self.power_pellet_texture),
self.blinky.mode = crate::ghost::GhostMode::Chase; Rc::clone(&self.pellet_texture), // placeholder for fruit sprite
} );
} }
/// Advances the game by one tick. /// Advances the game by one tick.
pub fn tick(&mut self) { pub fn tick(&mut self) {
self.check_pellet_eating(); // Advance animation frames for Pacman and Blinky
self.pacman.borrow_mut().tick(); self.pacman.borrow_mut().sprite.tick();
self.blinky.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 let pacman = self.pacman.borrow();
/// accordingly. let mut eaten_indices = vec![];
fn check_pellet_eating(&mut self) { for (i, edible) in self.edibles.iter().enumerate() {
let cell_pos = self.pacman.borrow().cell_position(); if edible.collide(&*pacman) {
eaten_indices.push(i);
// 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
);
} }
} }
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. /// Draws the entire game to the canvas.
@@ -274,33 +290,13 @@ impl Game<'_> {
.copy(&self.map_texture, None, None) .copy(&self.map_texture, None, None)
.expect("Could not render texture on canvas"); .expect("Could not render texture on canvas");
// Render pellets // Render all edibles
for x in 0..BOARD_WIDTH { for edible in &self.edibles {
for y in 0..BOARD_HEIGHT { edible.render(self.canvas);
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 Pac-Man // Render Pac-Man
self.pacman.borrow_mut().render(self.canvas); self.pacman.borrow().render(self.canvas);
// Render ghost // Render ghost
self.blinky.render(self.canvas); self.blinky.render(self.canvas);
@@ -309,77 +305,25 @@ impl Game<'_> {
self.render_ui(); self.render_ui();
// Draw the debug grid // Draw the debug grid
if self.debug_mode == DebugMode::Grid { match self.debug_mode {
for x in 0..BOARD_WIDTH { DebugMode::Grid => {
for y in 0..BOARD_HEIGHT { DebugRenderer::draw_debug_grid(self.canvas, &self.map.borrow(), self.pacman.borrow().base.base.cell_position);
let tile = self let next_cell = <Pacman as crate::entity::Moving>::next_cell(&*self.pacman.borrow(), None);
.map DebugRenderer::draw_next_cell(self.canvas, &self.map.borrow(), next_cell.as_uvec2());
.borrow()
.get_tile((x as i32, y as i32))
.unwrap_or(MapTile::Empty);
let mut color = None;
if (x, y) == self.pacman.borrow().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),
MapTile::Tunnel => Some(Color::CYAN),
};
}
if let Some(color) = color {
self.draw_cell((x, y), color);
}
}
} }
DebugMode::ValidPositions => {
// Draw the next cell DebugRenderer::draw_valid_positions(self.canvas, &mut self.map.borrow_mut());
let next_cell = self.pacman.borrow().next_cell(None);
self.draw_cell((next_cell.0 as u32, next_cell.1 as u32), Color::YELLOW);
}
// Pathfinding debug mode
if self.debug_mode == DebugMode::Pathfinding {
// Show the current path for Blinky
if let Some((path, _)) = self.blinky.get_path_to_target({
let (tx, ty) = self.blinky.get_target_tile();
(tx as u32, ty as u32)
}) {
for &(x, y) in &path {
self.draw_cell((x, y), Color::YELLOW);
}
} }
DebugMode::Pathfinding => {
DebugRenderer::draw_pathfinding(self.canvas, &self.blinky, &self.map.borrow());
}
DebugMode::None => {}
} }
// Present the canvas // Present the canvas
self.canvas.present(); 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. /// Renders the user interface, including the score and lives.
fn render_ui(&mut self) { fn render_ui(&mut self) {
let lives = 3; let lives = 3;
@@ -393,7 +337,7 @@ impl Game<'_> {
// Render the score and high score // Render the score and high score
self.render_text( self.render_text(
&format!("{}UP HIGH SCORE ", lives), &format!("{lives}UP HIGH SCORE "),
(24 * lives_offset + x_offset, y_offset), (24 * lives_offset + x_offset, y_offset),
Color::WHITE, Color::WHITE,
); );
@@ -406,11 +350,7 @@ impl Game<'_> {
/// Renders text to the screen at the given position. /// Renders text to the screen at the given position.
fn render_text(&mut self, text: &str, position: (i32, i32), color: Color) { fn render_text(&mut self, text: &str, position: (i32, i32), color: Color) {
let surface = self let surface = self.font.render(text).blended(color).expect("Could not render text surface");
.font
.render(text)
.blended(color)
.expect("Could not render text surface");
let texture_creator = self.canvas.texture_creator(); let texture_creator = self.canvas.texture_creator();
let texture = texture_creator let texture = texture_creator

View File

@@ -1,23 +1,17 @@
use pathfinding::prelude::dijkstra;
use sdl2::{
pixels::Color,
render::{Canvas, Texture},
video::Window,
};
use std::cell::RefCell;
use std::rc::Rc;
use rand::Rng; use rand::Rng;
use crate::{ use crate::animation::{AnimatedAtlasTexture, FrameDrawn};
animation::AnimatedTexture, use crate::constants::{MapTile, BOARD_WIDTH};
constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE}, use crate::direction::Direction;
direction::Direction, use crate::entity::{Entity, MovableEntity, Moving, Renderable};
entity::Entity, use crate::map::Map;
map::Map, use crate::modulation::{SimpleTickModulator, TickModulator};
modulation::{SimpleTickModulator, TickModulator}, use crate::pacman::Pacman;
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 /// The different modes a ghost can be in
#[derive(Debug, Clone, Copy, PartialEq)] #[derive(Debug, Clone, Copy, PartialEq)]
@@ -57,139 +51,51 @@ impl GhostType {
/// Base ghost struct that contains common functionality /// Base ghost struct that contains common functionality
pub struct Ghost<'a> { pub struct Ghost<'a> {
/// The absolute position of the ghost on the board, in pixels /// Shared movement and position fields.
pub pixel_position: (i32, i32), pub base: MovableEntity,
/// The position of the ghost on the board, in grid coordinates
pub cell_position: (u32, u32),
/// The current direction of the ghost
pub direction: Direction,
/// The current mode of the ghost /// The current mode of the ghost
pub mode: GhostMode, pub mode: GhostMode,
/// The type/personality of this ghost /// The type/personality of this ghost
pub ghost_type: GhostType, pub ghost_type: GhostType,
/// Reference to the game map
pub map: Rc<RefCell<Map>>,
/// Reference to Pac-Man for targeting /// Reference to Pac-Man for targeting
pub pacman: Rc<RefCell<Pacman<'a>>>, pub pacman: Rc<RefCell<Pacman<'a>>>,
/// Movement speed pub body_sprite: AnimatedAtlasTexture<'a>,
speed: u32, pub eyes_sprite: AnimatedAtlasTexture<'a>,
/// Movement modulator
modulation: SimpleTickModulator,
/// Ghost body sprite
body_sprite: AnimatedTexture<'a>,
/// Ghost eyes sprite
eyes_sprite: AnimatedTexture<'a>,
/// Whether the ghost is currently in a tunnel
pub in_tunnel: bool,
} }
impl Ghost<'_> { impl Ghost<'_> {
/// Creates a new ghost instance /// Creates a new ghost instance
pub fn new<'a>( pub fn new<'a>(
ghost_type: GhostType, ghost_type: GhostType,
starting_position: (u32, u32), starting_position: UVec2,
body_texture: Texture<'a>, body_texture: Texture<'a>,
eyes_texture: Texture<'a>, eyes_texture: Texture<'a>,
map: Rc<RefCell<Map>>, map: Rc<RefCell<Map>>,
pacman: Rc<RefCell<Pacman<'a>>>, pacman: Rc<RefCell<Pacman<'a>>>,
) -> Ghost<'a> { ) -> Ghost<'a> {
let color = ghost_type.color(); let color = ghost_type.color();
let mut body_sprite = AnimatedTexture::new(body_texture, 8, 2, 32, 32, Some((-4, -4))); 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); body_sprite.set_color_modulation(color.r, color.g, color.b);
let pixel_position = Map::cell_to_pixel(starting_position);
Ghost { Ghost {
pixel_position: Map::cell_to_pixel(starting_position), base: MovableEntity::new(
cell_position: starting_position, pixel_position,
direction: Direction::Left, starting_position,
Direction::Left,
3,
SimpleTickModulator::new(1.0),
map,
),
mode: GhostMode::Chase, mode: GhostMode::Chase,
ghost_type, ghost_type,
map,
pacman, pacman,
speed: 3,
modulation: SimpleTickModulator::new(1.0),
body_sprite, body_sprite,
eyes_sprite: AnimatedTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))), eyes_sprite: AnimatedAtlasTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))),
in_tunnel: false,
} }
} }
/// Renders the ghost to the canvas
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
// Render body
if self.mode != GhostMode::Eyes {
let color = if self.mode == GhostMode::Frightened {
Color::RGB(0, 0, 255)
} else {
self.ghost_type.color()
};
self.body_sprite
.set_color_modulation(color.r, color.g, color.b);
self.body_sprite
.render(canvas, self.pixel_position, Direction::Right);
}
// Always render eyes on top
let eye_frame = if self.mode == GhostMode::Frightened {
4 // Frightened frame
} else {
match self.direction {
Direction::Right => 0,
Direction::Up => 1,
Direction::Left => 2,
Direction::Down => 3,
}
};
self.eyes_sprite.render_static(
canvas,
self.pixel_position,
Direction::Right,
Some(eye_frame),
);
}
/// Calculates the path to the target tile using the A* algorithm.
pub fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
let start = self.cell_position;
let map = self.map.borrow();
dijkstra(
&start,
|&p| {
let mut successors = vec![];
let tile = map.get_tile((p.0 as i32, p.1 as i32));
// Tunnel wrap: if currently in a tunnel, add the opposite exit as a neighbor
if let Some(MapTile::Tunnel) = tile {
if p.0 == 0 {
successors.push(((BOARD_WIDTH - 2, p.1), 1));
} else if p.0 == BOARD_WIDTH - 1 {
successors.push(((1, p.1), 1));
}
}
for dir in &[
Direction::Up,
Direction::Down,
Direction::Left,
Direction::Right,
] {
let (dx, dy) = dir.offset();
let next_p = (p.0 as i32 + dx, p.1 as i32 + dy);
if let Some(tile) = map.get_tile(next_p) {
if tile == MapTile::Wall {
continue;
}
successors.push(((next_p.0 as u32, next_p.1 as u32), 1));
}
}
successors
},
|&p| p == target,
)
}
/// Gets the target tile for this ghost based on its current mode /// Gets the target tile for this ghost based on its current mode
pub fn get_target_tile(&self) -> (i32, i32) { pub fn get_target_tile(&self) -> IVec2 {
match self.mode { match self.mode {
GhostMode::Scatter => self.get_scatter_target(), GhostMode::Scatter => self.get_scatter_target(),
GhostMode::Chase => self.get_chase_target(), GhostMode::Chase => self.get_chase_target(),
@@ -200,155 +106,135 @@ impl Ghost<'_> {
} }
/// Gets this ghost's home corner target for scatter mode /// Gets this ghost's home corner target for scatter mode
fn get_scatter_target(&self) -> (i32, i32) { fn get_scatter_target(&self) -> IVec2 {
match self.ghost_type { match self.ghost_type {
GhostType::Blinky => (25, 0), // Top right GhostType::Blinky => IVec2::new(25, 0), // Top right
GhostType::Pinky => (2, 0), // Top left GhostType::Pinky => IVec2::new(2, 0), // Top left
GhostType::Inky => (27, 35), // Bottom right GhostType::Inky => IVec2::new(27, 35), // Bottom right
GhostType::Clyde => (0, 35), // Bottom left GhostType::Clyde => IVec2::new(0, 35), // Bottom left
} }
} }
/// Gets a random adjacent tile for frightened mode /// Gets a random adjacent tile for frightened mode
fn get_random_target(&self) -> (i32, i32) { fn get_random_target(&self) -> IVec2 {
let mut rng = rand::thread_rng(); let mut rng = rand::rng();
let (x, y) = self.cell_position;
let mut possible_moves = Vec::new(); let mut possible_moves = Vec::new();
// Check all four directions // Check all four directions
for dir in &[ for dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
Direction::Up,
Direction::Down,
Direction::Left,
Direction::Right,
] {
// Don't allow reversing direction // Don't allow reversing direction
if *dir == self.direction.opposite() { if *dir == self.base.direction.opposite() {
continue; continue;
} }
let (dx, dy) = dir.offset(); let next_cell = self.base.next_cell(Some(*dir));
let next_cell = (x as i32 + dx, y as i32 + dy); if !matches!(self.base.map.borrow().get_tile(next_cell), Some(MapTile::Wall)) {
let tile = self.map.borrow().get_tile(next_cell);
if let Some(MapTile::Wall) = tile {
// It's a wall, not a valid move
} else {
possible_moves.push(next_cell); possible_moves.push(next_cell);
} }
} }
if possible_moves.is_empty() { if possible_moves.is_empty() {
// No valid moves, must reverse // No valid moves, must reverse
let (dx, dy) = self.direction.opposite().offset(); self.base.next_cell(Some(self.base.direction.opposite()))
return (x as i32 + dx, y as i32 + dy); } else {
// Choose a random valid move
possible_moves[rng.random_range(0..possible_moves.len())]
} }
// Choose a random valid move
possible_moves[rng.gen_range(0..possible_moves.len())]
} }
/// Gets the ghost house target for returning eyes /// Gets the ghost house target for returning eyes
fn get_house_target(&self) -> (i32, i32) { fn get_house_target(&self) -> IVec2 {
(13, 14) // Center of ghost house IVec2::new(13, 14) // Center of ghost house
} }
/// Gets the exit point target when leaving house /// Gets the exit point target when leaving house
fn get_house_exit_target(&self) -> (i32, i32) { fn get_house_exit_target(&self) -> IVec2 {
(13, 11) // Just above ghost house IVec2::new(13, 11) // Just above ghost house
} }
/// Gets this ghost's chase mode target (to be implemented by each ghost type) /// Gets this ghost's chase mode target (to be implemented by each ghost type)
fn get_chase_target(&self) -> (i32, i32) { fn get_chase_target(&self) -> IVec2 {
// Default implementation just targets Pac-Man directly
let pacman = self.pacman.borrow(); let pacman = self.pacman.borrow();
(pacman.cell_position.0 as i32, pacman.cell_position.1 as i32) 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 /// Changes the ghost's mode and handles direction reversal
pub fn set_mode(&mut self, new_mode: GhostMode) { pub fn set_mode(&mut self, new_mode: GhostMode) {
// Don't reverse if going to/from frightened or if in house // Don't reverse if going to/from frightened or if in house
let should_reverse = self.mode != GhostMode::House let should_reverse =
&& new_mode != GhostMode::Frightened self.mode != GhostMode::House && new_mode != GhostMode::Frightened && self.mode != GhostMode::Frightened;
&& self.mode != GhostMode::Frightened;
self.mode = new_mode; 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 { if should_reverse {
self.direction = self.direction.opposite(); self.base.set_direction_if_valid(self.base.direction.opposite());
} }
} }
}
impl Entity for Ghost<'_> { pub fn tick(&mut self) {
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 is_colliding(&self, other: &dyn Entity) -> bool {
let (x, y) = self.position();
let (other_x, other_y) = other.position();
x == other_x && y == other_y
}
fn tick(&mut self) {
if self.mode == GhostMode::House { if self.mode == GhostMode::House {
// For now, do nothing in the house // For now, do nothing in the house
return; return;
} }
if self.internal_position() == (0, 0) { if self.base.is_grid_aligned() {
self.cell_position = ( self.base.update_cell_position();
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
);
let current_tile = self if !self.base.handle_tunnel() {
.map
.borrow()
.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32))
.unwrap_or(MapTile::Empty);
if current_tile == MapTile::Tunnel {
self.in_tunnel = true;
}
// Tunnel logic: if in tunnel, force movement and prevent direction change
if self.in_tunnel {
// If out of bounds, teleport to the opposite side and exit tunnel
if self.cell_position.0 == 0 {
self.cell_position.0 = BOARD_WIDTH - 2;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
self.in_tunnel = false;
} else if self.cell_position.0 == BOARD_WIDTH - 1 {
self.cell_position.0 = 1;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
self.in_tunnel = false;
} else {
// While in tunnel, do not allow direction change
// and always move in the current direction
}
} else {
// Pathfinding logic (only if not in tunnel) // Pathfinding logic (only if not in tunnel)
let target_tile = self.get_target_tile(); let target_tile = self.get_target_tile();
if let Some((path, _)) = if let Some((path, _)) = self.get_path_to_target(target_tile.as_uvec2()) {
self.get_path_to_target((target_tile.0 as u32, target_tile.1 as u32))
{
if path.len() > 1 { if path.len() > 1 {
let next_move = path[1]; let next_move = path[1];
let (x, y) = self.cell_position; let x = self.base.base.cell_position.x;
let dx = next_move.0 as i32 - x as i32; let y = self.base.base.cell_position.y;
let dy = next_move.1 as i32 - y as i32; let dx = next_move.x as i32 - x as i32;
self.direction = if dx > 0 { let dy = next_move.y as i32 - y as i32;
let new_direction = if dx > 0 {
Direction::Right Direction::Right
} else if dx < 0 { } else if dx < 0 {
Direction::Left Direction::Left
@@ -357,46 +243,67 @@ impl Entity for Ghost<'_> {
} else { } else {
Direction::Up Direction::Up
}; };
self.base.set_direction_if_valid(new_direction);
} }
} }
} }
// Check if the next tile in the current direction is a wall // Don't move if the next tile is a wall
let (dx, dy) = self.direction.offset(); if self.base.is_wall_ahead(None) {
let next_cell = (
self.cell_position.0 as i32 + dx,
self.cell_position.1 as i32 + dy,
);
let next_tile = self
.map
.borrow()
.get_tile(next_cell)
.unwrap_or(MapTile::Empty);
if next_tile == MapTile::Wall {
// Don't move if the next tile is a wall
return; return;
} }
} }
if !self.modulation.next() { if self.base.modulation.next() {
return; self.base.move_forward();
}
// Update position based on current direction and speed if self.base.is_grid_aligned() {
let speed = self.speed as i32; self.base.update_cell_position();
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 cell position when aligned with grid
if self.internal_position() == (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,
);
} }
} }
} }
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));
}
}

View File

@@ -4,12 +4,12 @@ use std::rc::Rc;
use sdl2::render::{Canvas, Texture}; use sdl2::render::{Canvas, Texture};
use sdl2::video::Window; use sdl2::video::Window;
use crate::{ use crate::direction::Direction;
entity::Entity, use crate::entity::{Entity, Moving, Renderable, StaticEntity};
ghost::{Ghost, GhostMode, GhostType}, use crate::ghost::{Ghost, GhostMode, GhostType};
map::Map, use crate::map::Map;
pacman::Pacman, use crate::pacman::Pacman;
}; use glam::{IVec2, UVec2};
pub struct Blinky<'a> { pub struct Blinky<'a> {
ghost: Ghost<'a>, ghost: Ghost<'a>,
@@ -17,58 +17,66 @@ pub struct Blinky<'a> {
impl<'a> Blinky<'a> { impl<'a> Blinky<'a> {
pub fn new( pub fn new(
starting_position: (u32, u32), starting_position: UVec2,
body_texture: Texture<'a>, body_texture: Texture<'a>,
eyes_texture: Texture<'a>, eyes_texture: Texture<'a>,
map: Rc<RefCell<Map>>, map: Rc<RefCell<Map>>,
pacman: Rc<RefCell<Pacman<'a>>>, pacman: Rc<RefCell<Pacman<'a>>>,
) -> Blinky<'a> { ) -> Blinky<'a> {
Blinky { Blinky {
ghost: Ghost::new( ghost: Ghost::new(GhostType::Blinky, starting_position, body_texture, eyes_texture, map, pacman),
GhostType::Blinky,
starting_position,
body_texture,
eyes_texture,
map,
pacman,
),
} }
} }
/// Gets Blinky's chase target - directly targets Pac-Man's current position /// Gets Blinky's chase target - directly targets Pac-Man's current position
fn get_chase_target(&self) -> (i32, i32) { fn get_chase_target(&self) -> IVec2 {
let pacman = self.ghost.pacman.borrow(); let pacman = self.ghost.pacman.borrow();
(pacman.cell_position.0 as i32, pacman.cell_position.1 as i32) let cell = pacman.base().cell_position;
IVec2::new(cell.x as i32, cell.y as i32)
} }
pub fn set_mode(&mut self, mode: GhostMode) { pub fn set_mode(&mut self, mode: GhostMode) {
self.ghost.set_mode(mode); self.ghost.set_mode(mode);
} }
pub fn render(&mut self, canvas: &mut Canvas<Window>) { pub fn tick(&mut self) {
self.ghost.render(canvas); self.ghost.tick();
} }
} }
impl<'a> Entity for Blinky<'a> { impl<'a> Entity for Blinky<'a> {
fn position(&self) -> (i32, i32) { fn base(&self) -> &StaticEntity {
self.ghost.position() self.ghost.base.base()
} }
}
fn cell_position(&self) -> (u32, u32) { impl<'a> Renderable for Blinky<'a> {
self.ghost.cell_position() fn render(&self, canvas: &mut Canvas<Window>) {
self.ghost.render(canvas);
} }
}
fn internal_position(&self) -> (u32, u32) { impl<'a> Moving for Blinky<'a> {
self.ghost.internal_position() fn move_forward(&mut self) {
self.ghost.move_forward();
} }
fn update_cell_position(&mut self) {
fn is_colliding(&self, other: &dyn Entity) -> bool { self.ghost.update_cell_position();
self.ghost.is_colliding(other)
} }
fn next_cell(&self, direction: Option<Direction>) -> IVec2 {
fn tick(&mut self) { self.ghost.next_cell(direction)
self.ghost.tick() }
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)
} }
} }

View File

@@ -1,3 +1 @@
mod blinky; pub mod blinky;
pub use blinky::Blinky;

View File

@@ -1,28 +1,23 @@
//! This module contains helper functions that are used throughout the game. //! This module contains helper functions that are used throughout the game.
use glam::UVec2;
/// Checks if two grid positions are adjacent to each other /// Checks if two grid positions are adjacent to each other
/// ///
/// # Arguments /// # Arguments
/// * `a` - First position as (x, y) coordinates /// * `a` - First position as (x, y) coordinates
/// * `b` - Second position as (x, y) coordinates /// * `b` - Second position as (x, y) coordinates
/// * `diagonal` - Whether to consider diagonal adjacency (true) or only orthogonal (false) /// * `diagonal` - Whether to consider diagonal adjacency (true) or only orthogonal (false)
/// ///
/// # Returns /// # Returns
/// * `true` if positions are adjacent according to the diagonal parameter /// * `true` if positions are adjacent according to the diagonal parameter
/// * `false` otherwise /// * `false` otherwise
pub fn is_adjacent(a: (u32, u32), b: (u32, u32), diagonal: bool) -> bool { pub fn is_adjacent(a: UVec2, b: UVec2, diagonal: bool) -> bool {
let (ax, ay) = a; let dx = a.x.abs_diff(b.x);
let (bx, by) = b; let dy = a.y.abs_diff(b.y);
// 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 };
if diagonal { if diagonal {
// For diagonal adjacency: both differences must be ≤ 1 and at least one > 0 dx <= 1 && dy <= 1 && (dx != 0 || dy != 0)
dx <= 1 && dy <= 1 && (dx + dy) > 0
} else { } else {
// For orthogonal adjacency: exactly one difference must be 1, the other 0
(dx == 1 && dy == 0) || (dx == 0 && dy == 1) (dx == 1 && dy == 0) || (dx == 0 && dy == 1)
} }
} }
@@ -36,22 +31,22 @@ mod tests {
// Test orthogonal adjacency (diagonal = false) // Test orthogonal adjacency (diagonal = false)
// Same position should not be adjacent // 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 // Adjacent positions should be true
assert!(is_adjacent((0, 0), (1, 0), false)); // Right assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(1, 0), false)); // Right
assert!(is_adjacent((0, 0), (0, 1), false)); // Down assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(0, 1), false)); // Down
assert!(is_adjacent((1, 1), (0, 1), false)); // Left assert!(is_adjacent(UVec2::new(1, 1), UVec2::new(0, 1), false)); // Left
assert!(is_adjacent((1, 1), (1, 0), false)); // Up assert!(is_adjacent(UVec2::new(1, 1), UVec2::new(1, 0), false)); // Up
// Diagonal positions should be false // Diagonal positions should be false
assert!(!is_adjacent((0, 0), (1, 1), false)); assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(1, 1), false));
assert!(!is_adjacent((0, 1), (1, 0), false)); assert!(!is_adjacent(UVec2::new(0, 1), UVec2::new(1, 0), false));
// Positions more than 1 step away should be false // Positions more than 1 step away should be false
assert!(!is_adjacent((0, 0), (2, 0), false)); assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(2, 0), false));
assert!(!is_adjacent((0, 0), (0, 2), false)); assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(0, 2), false));
assert!(!is_adjacent((0, 0), (2, 2), false)); assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(2, 2), false));
} }
#[test] #[test]
@@ -59,54 +54,54 @@ mod tests {
// Test diagonal adjacency (diagonal = true) // Test diagonal adjacency (diagonal = true)
// Same position should not be adjacent // 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 // Orthogonal adjacent positions should be true
assert!(is_adjacent((0, 0), (1, 0), true)); // Right assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(1, 0), true)); // Right
assert!(is_adjacent((0, 0), (0, 1), true)); // Down assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(0, 1), true)); // Down
assert!(is_adjacent((1, 1), (0, 1), true)); // Left assert!(is_adjacent(UVec2::new(1, 1), UVec2::new(0, 1), true)); // Left
assert!(is_adjacent((1, 1), (1, 0), true)); // Up assert!(is_adjacent(UVec2::new(1, 1), UVec2::new(1, 0), true)); // Up
// Diagonal adjacent positions should be true // Diagonal adjacent positions should be true
assert!(is_adjacent((0, 0), (1, 1), true)); // Down-right assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(1, 1), true)); // Down-right
assert!(is_adjacent((1, 0), (0, 1), true)); // Down-left assert!(is_adjacent(UVec2::new(1, 0), UVec2::new(0, 1), true)); // Down-left
assert!(is_adjacent((0, 1), (1, 0), true)); // Up-right assert!(is_adjacent(UVec2::new(0, 1), UVec2::new(1, 0), true)); // Up-right
assert!(is_adjacent((1, 1), (0, 0), true)); // Up-left assert!(is_adjacent(UVec2::new(1, 1), UVec2::new(0, 0), true)); // Up-left
// Positions more than 1 step away should be false // Positions more than 1 step away should be false
assert!(!is_adjacent((0, 0), (2, 0), true)); assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(2, 0), true));
assert!(!is_adjacent((0, 0), (0, 2), true)); assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(0, 2), true));
assert!(!is_adjacent((0, 0), (2, 2), true)); assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(2, 2), true));
assert!(!is_adjacent((0, 0), (1, 2), true)); assert!(!is_adjacent(UVec2::new(0, 0), UVec2::new(1, 2), true));
} }
#[test] #[test]
fn test_edge_cases() { fn test_edge_cases() {
// Test with larger coordinates // Test with larger coordinates
assert!(is_adjacent((100, 100), (101, 100), false)); assert!(is_adjacent(UVec2::new(100, 100), UVec2::new(101, 100), false));
assert!(is_adjacent((100, 100), (100, 101), false)); assert!(is_adjacent(UVec2::new(100, 100), UVec2::new(100, 101), false));
assert!(!is_adjacent((100, 100), (102, 100), false)); assert!(!is_adjacent(UVec2::new(100, 100), UVec2::new(102, 100), false));
assert!(is_adjacent((100, 100), (101, 101), true)); assert!(is_adjacent(UVec2::new(100, 100), UVec2::new(101, 101), true));
assert!(!is_adjacent((100, 100), (102, 102), true)); assert!(!is_adjacent(UVec2::new(100, 100), UVec2::new(102, 102), true));
// Test with zero coordinates // Test with zero coordinates
assert!(is_adjacent((0, 0), (1, 0), false)); assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(1, 0), false));
assert!(is_adjacent((0, 0), (0, 1), false)); assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(0, 1), false));
assert!(is_adjacent((0, 0), (1, 1), true)); assert!(is_adjacent(UVec2::new(0, 0), UVec2::new(1, 1), true));
} }
#[test] #[test]
fn test_commutative_property() { fn test_commutative_property() {
// The function should work the same regardless of parameter order // The function should work the same regardless of parameter order
assert_eq!( assert_eq!(
is_adjacent((1, 2), (2, 2), false), is_adjacent(UVec2::new(1, 2), UVec2::new(2, 2), false),
is_adjacent((2, 2), (1, 2), false) is_adjacent(UVec2::new(2, 2), UVec2::new(1, 2), false)
); );
assert_eq!( assert_eq!(
is_adjacent((1, 2), (2, 3), true), is_adjacent(UVec2::new(1, 2), UVec2::new(2, 3), true),
is_adjacent((2, 3), (1, 2), 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)] #[cfg(windows)]
use winapi::{ use winapi::{
shared::{ntdef::NULL, windef::HWND}, shared::ntdef::NULL,
um::{ um::{
fileapi::{CreateFileA, OPEN_EXISTING}, fileapi::{CreateFileA, OPEN_EXISTING},
handleapi::INVALID_HANDLE_VALUE, handleapi::INVALID_HANDLE_VALUE,
@@ -29,13 +29,13 @@ use winapi::{
/// terminal, this function does nothing. /// terminal, this function does nothing.
#[cfg(windows)] #[cfg(windows)]
unsafe fn attach_console() { unsafe fn attach_console() {
if GetConsoleWindow() != std::ptr::null_mut() as HWND { if !std::ptr::eq(GetConsoleWindow(), std::ptr::null_mut()) {
return; return;
} }
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 { if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 {
let handle = CreateFileA( let handle = CreateFileA(
"CONOUT$\0".as_ptr() as *const i8, c"CONOUT$".as_ptr(),
GENERIC_READ | GENERIC_WRITE, GENERIC_READ | GENERIC_WRITE,
FILE_SHARE_READ | FILE_SHARE_WRITE, FILE_SHARE_READ | FILE_SHARE_WRITE,
std::ptr::null_mut(), std::ptr::null_mut(),
@@ -53,9 +53,12 @@ unsafe fn attach_console() {
} }
mod animation; mod animation;
mod asset;
mod audio; mod audio;
mod constants; mod constants;
mod debug;
mod direction; mod direction;
mod edible;
mod entity; mod entity;
mod game; mod game;
mod ghost; mod ghost;
@@ -96,26 +99,17 @@ pub fn main() {
.build() .build()
.expect("Could not initialize window"); .expect("Could not initialize window");
let mut canvas = window let mut canvas = window.into_canvas().build().expect("Could not build canvas");
.into_canvas()
.build()
.expect("Could not build canvas");
canvas canvas
.set_logical_size(WINDOW_WIDTH, WINDOW_HEIGHT) .set_logical_size(WINDOW_WIDTH, WINDOW_HEIGHT)
.expect("Could not set logical size"); .expect("Could not set logical size");
let texture_creator = canvas.texture_creator(); let texture_creator = canvas.texture_creator();
let mut game = Game::new( let mut game = Game::new(&mut canvas, &texture_creator, &ttf_context, &audio_subsystem);
&mut canvas, game.audio.set_mute(cfg!(debug_assertions));
&texture_creator,
&ttf_context,
&audio_subsystem,
);
let mut event_pump = sdl_context let mut event_pump = sdl_context.event_pump().expect("Could not get SDL EventPump");
.event_pump()
.expect("Could not get SDL EventPump");
// Initial draw and tick // Initial draw and tick
game.draw(); game.draw();
@@ -123,12 +117,7 @@ pub fn main() {
// The target time for each frame of the game loop (60 FPS). // The target time for each frame of the game loop (60 FPS).
let loop_time = Duration::from_secs(1) / 60; 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; let mut paused = false;
// Whether the window is currently shown. // Whether the window is currently shown.
let mut shown = false; let mut shown = false;
@@ -171,11 +160,7 @@ pub fn main() {
.. ..
} => { } => {
paused = !paused; paused = !paused;
event!( event!(tracing::Level::INFO, "{}", if paused { "Paused" } else { "Unpaused" });
tracing::Level::INFO,
"{}",
if paused { "Paused" } else { "Unpaused" }
);
} }
Event::KeyDown { keycode, .. } => { Event::KeyDown { keycode, .. } => {
game.keyboard_event(keycode.unwrap()); game.keyboard_event(keycode.unwrap());
@@ -203,7 +188,6 @@ pub fn main() {
std::thread::sleep(time); std::thread::sleep(time);
} }
} }
sleep_time += time;
} else { } else {
event!( event!(
tracing::Level::WARN, tracing::Level::WARN,
@@ -212,20 +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 true
}; };

View File

@@ -1,18 +1,11 @@
//! This module defines the game map and provides functions for interacting with it. //! 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::{MapTile, BOARD_OFFSET, CELL_SIZE};
use crate::constants::{BOARD_HEIGHT, BOARD_WIDTH}; use crate::constants::{BOARD_HEIGHT, BOARD_WIDTH};
use glam::{IVec2, UVec2};
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)] use once_cell::sync::OnceCell;
pub struct Position(pub u32, pub u32); use std::collections::{HashSet, VecDeque};
impl Position {
pub fn as_i32(&self) -> (i32, i32) {
(self.0 as i32, self.1 as i32)
}
pub fn wrapping_add(&self, dx: i32, dy: i32) -> Position {
Position((self.0 as i32 + dx) as u32, (self.1 as i32 + dy) as u32)
}
}
/// The game map. /// The game map.
/// ///
@@ -34,49 +27,34 @@ impl Map {
pub fn new(raw_board: [&str; BOARD_HEIGHT as usize]) -> 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]; let mut map = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize];
for y in 0..BOARD_HEIGHT as usize { for (y, line) in raw_board.iter().enumerate().take(BOARD_HEIGHT as usize) {
let line = raw_board[y]; for (x, character) in line.chars().enumerate().take(BOARD_WIDTH as usize) {
for x in 0..BOARD_WIDTH as usize {
if x >= line.len() {
break;
}
let i = (y * (BOARD_WIDTH as usize) + x) as usize;
let character = line
.chars()
.nth(x as usize)
.unwrap_or_else(|| panic!("Could not get character at {} = ({}, {})", i, x, y));
let tile = match character { let tile = match character {
'#' => MapTile::Wall, '#' => MapTile::Wall,
'.' => MapTile::Pellet, '.' => MapTile::Pellet,
'o' => MapTile::PowerPellet, 'o' => MapTile::PowerPellet,
' ' => MapTile::Empty, ' ' => MapTile::Empty,
'T' => MapTile::Tunnel, 'T' => MapTile::Tunnel,
c @ '0' | c @ '1' | c @ '2' | c @ '3' | c @ '4' => { c @ '0' | c @ '1' | c @ '2' | c @ '3' | c @ '4' => MapTile::StartingPosition(c.to_digit(10).unwrap() as u8),
MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)
}
'=' => MapTile::Empty, '=' => MapTile::Empty,
_ => panic!("Unknown character in board: {}", character), _ => panic!("Unknown character in board: {character}"),
}; };
map[x][y] = tile;
map[x as usize][y as usize] = tile;
} }
} }
Map { Map {
current: map, current: map,
default: map.clone(), default: map,
} }
} }
/// Resets the map to its original state. /// Resets the map to its original state.
pub fn reset(&mut self) { pub fn reset(&mut self) {
// Restore the map to its original state // Restore the map to its original state
for x in 0..BOARD_WIDTH as usize { for (x, col) in self.current.iter_mut().enumerate().take(BOARD_WIDTH as usize) {
for y in 0..BOARD_HEIGHT as usize { for (y, cell) in col.iter_mut().enumerate().take(BOARD_HEIGHT as usize) {
self.current[x][y] = self.default[x][y]; *cell = self.default[x][y];
} }
} }
} }
@@ -86,9 +64,9 @@ impl Map {
/// # Arguments /// # Arguments
/// ///
/// * `cell` - The cell coordinates, in grid coordinates. /// * `cell` - The cell coordinates, in grid coordinates.
pub fn get_tile(&self, cell: (i32, i32)) -> Option<MapTile> { pub fn get_tile(&self, cell: IVec2) -> Option<MapTile> {
let x = cell.0 as usize; let x = cell.x as usize;
let y = cell.1 as usize; let y = cell.y as usize;
if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize { if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize {
return None; return None;
@@ -103,9 +81,9 @@ impl Map {
/// ///
/// * `cell` - The cell coordinates, in grid coordinates. /// * `cell` - The cell coordinates, in grid coordinates.
/// * `tile` - The tile to set. /// * `tile` - The tile to set.
pub fn set_tile(&mut self, cell: (i32, i32), tile: MapTile) -> bool { pub fn set_tile(&mut self, cell: IVec2, tile: MapTile) -> bool {
let x = cell.0 as usize; let x = cell.x as usize;
let y = cell.1 as usize; let y = cell.y as usize;
if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize { if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize {
return false; return false;
@@ -120,10 +98,60 @@ impl Map {
/// # Arguments /// # Arguments
/// ///
/// * `cell` - The cell coordinates, in grid coordinates. /// * `cell` - The cell coordinates, in grid coordinates.
pub fn cell_to_pixel(cell: (u32, u32)) -> (i32, 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)
(cell.0 * CELL_SIZE) as i32, }
((cell.1 + 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

@@ -6,251 +6,127 @@ use sdl2::{
render::{Canvas, Texture}, render::{Canvas, Texture},
video::Window, video::Window,
}; };
use tracing::event;
use crate::{ use crate::{
animation::AnimatedTexture, animation::{AnimatedAtlasTexture, FrameDrawn},
constants::MapTile,
constants::{BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
direction::Direction, direction::Direction,
entity::Entity, entity::{Entity, MovableEntity, Moving, Renderable, StaticEntity},
map::Map, map::Map,
modulation::{SimpleTickModulator, TickModulator}, modulation::{SimpleTickModulator, TickModulator},
}; };
use glam::{IVec2, UVec2};
/// The Pac-Man entity. /// The Pac-Man entity.
pub struct Pacman<'a> { pub struct Pacman<'a> {
/// The absolute position of Pac-Man on the board, in pixels. /// Shared movement and position fields.
pub pixel_position: (i32, i32), pub base: MovableEntity,
/// 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,
/// The next direction of Pac-Man, which will be applied when Pac-Man is next aligned with the grid. /// The next direction of Pac-Man, which will be applied when Pac-Man is next aligned with the grid.
pub next_direction: Option<Direction>, pub next_direction: Option<Direction>,
/// Whether Pac-Man is currently stopped. /// Whether Pac-Man is currently stopped.
pub stopped: bool, pub stopped: bool,
map: Rc<RefCell<Map>>, pub sprite: AnimatedAtlasTexture<'a>,
speed: u32, }
modulation: SimpleTickModulator,
sprite: AnimatedTexture<'a>, impl<'a> Entity for Pacman<'a> {
pub in_tunnel: bool, 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<'_> { impl Pacman<'_> {
/// Creates a new `Pacman` instance. /// Creates a new `Pacman` instance.
/// pub fn new<'a>(starting_position: UVec2, atlas: Texture<'a>, map: Rc<RefCell<Map>>) -> Pacman<'a> {
/// # Arguments let pixel_position = Map::cell_to_pixel(starting_position);
///
/// * `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> {
Pacman { Pacman {
pixel_position: Map::cell_to_pixel(starting_position), base: MovableEntity::new(
cell_position: starting_position, pixel_position,
direction: Direction::Right, starting_position,
Direction::Right,
3,
SimpleTickModulator::new(1.0),
map,
),
next_direction: None, next_direction: None,
speed: 3,
map,
stopped: false, stopped: false,
modulation: SimpleTickModulator::new(1.0), sprite: AnimatedAtlasTexture::new(atlas, 2, 3, 32, 32, Some((-4, -4))),
sprite: AnimatedTexture::new(atlas, 2, 3, 32, 32, Some((-4, -4))),
in_tunnel: false,
} }
} }
/// Renders Pac-Man to the canvas.
///
/// # Arguments
///
/// * `canvas` - The SDL canvas to render to.
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
if self.stopped {
self.sprite
.render_static(canvas, self.pixel_position, self.direction, Some(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. /// 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 { fn handle_direction_change(&mut self) -> bool {
match self.next_direction { match self.next_direction {
// If there is no next direction, do nothing.
None => return false, None => return false,
// If the next direction is the same as the current direction, do nothing.
Some(next_direction) => { Some(next_direction) => {
if next_direction == self.direction { if <Pacman as Moving>::set_direction_if_valid(self, next_direction) {
self.next_direction = None; self.next_direction = None;
return false; return true;
} }
} }
} }
false
// 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
} }
/// Returns the internal position of Pac-Man, rounded down to the nearest /// Returns the internal position of Pac-Man, rounded down to the nearest even number.
/// even number. fn internal_position_even(&self) -> UVec2 {
/// let pos = self.base.internal_position();
/// This is used to ensure that Pac-Man is aligned with the grid before UVec2::new((pos.x / 2) * 2, (pos.y / 2) * 2)
/// 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
} }
fn position(&self) -> (i32, i32) { pub fn tick(&mut self) {
self.pixel_position let can_change = self.internal_position_even() == UVec2::ZERO;
}
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 can_change { if can_change {
self.cell_position = ( <Pacman as Moving>::update_cell_position(self);
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0, if !<Pacman as Moving>::handle_tunnel(self) {
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
);
let current_tile = self
.map
.borrow()
.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32))
.unwrap_or(MapTile::Empty);
if current_tile == MapTile::Tunnel {
self.in_tunnel = true;
}
// Tunnel logic: if in tunnel, force movement and prevent direction change
if self.in_tunnel {
// If out of bounds, teleport to the opposite side and exit tunnel
if self.cell_position.0 == 0 {
self.cell_position.0 = BOARD_WIDTH - 2;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0 + 1, self.cell_position.1));
self.in_tunnel = false;
} else if self.cell_position.0 == BOARD_WIDTH - 1 {
self.cell_position.0 = 1;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0 - 1, self.cell_position.1));
self.in_tunnel = false;
} else {
// While in tunnel, do not allow direction change
// and always move in the current direction
}
} else {
// Handle direction change as normal
self.handle_direction_change(); self.handle_direction_change();
if !self.stopped && <Pacman as Moving>::is_wall_ahead(self, None) {
// 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 {
self.stopped = true; self.stopped = true;
} else if self.stopped && next_tile != MapTile::Wall { } else if self.stopped && !<Pacman as Moving>::is_wall_ahead(self, None) {
self.stopped = false; self.stopped = false;
} }
} }
} }
if !self.stopped && self.base.modulation.next() {
if !self.stopped { <Pacman as Moving>::move_forward(self);
if self.modulation.next() { if self.internal_position_even() == UVec2::ZERO {
let speed = self.speed as i32; <Pacman as Moving>::update_cell_position(self);
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,
);
}
} }
} }
} }
} }
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);
}
}
}