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9 Commits

16 changed files with 708 additions and 474 deletions

5
Cargo.lock generated
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@@ -150,9 +150,9 @@ 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"
@@ -166,6 +166,7 @@ version = "0.1.0"
dependencies = [ dependencies = [
"lazy_static", "lazy_static",
"libc", "libc",
"once_cell",
"pathfinding", "pathfinding",
"rand", "rand",
"sdl2", "sdl2",

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@@ -14,6 +14,7 @@ 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"
[target.'cfg(target_os = "windows")'.dependencies.winapi] [target.'cfg(target_os = "windows")'.dependencies.winapi]
version = "0.3" version = "0.3"

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@@ -10,7 +10,7 @@ use crate::direction::Direction;
/// Trait for drawable atlas-based textures /// Trait for drawable atlas-based textures
pub trait FrameDrawn { pub trait FrameDrawn {
fn render( fn render(
&mut self, &self,
canvas: &mut Canvas<Window>, canvas: &mut Canvas<Window>,
position: (i32, i32), position: (i32, i32),
direction: Direction, direction: Direction,
@@ -63,7 +63,7 @@ impl<'a> AtlasTexture<'a> {
impl<'a> FrameDrawn for AtlasTexture<'a> { impl<'a> FrameDrawn for AtlasTexture<'a> {
fn render( fn render(
&mut self, &self,
canvas: &mut Canvas<Window>, canvas: &mut Canvas<Window>,
position: (i32, i32), position: (i32, i32),
direction: Direction, direction: Direction,
@@ -158,18 +158,13 @@ impl<'a> AnimatedAtlasTexture<'a> {
impl<'a> FrameDrawn for AnimatedAtlasTexture<'a> { impl<'a> FrameDrawn for AnimatedAtlasTexture<'a> {
fn render( fn render(
&mut self, &self,
canvas: &mut Canvas<Window>, canvas: &mut Canvas<Window>,
position: (i32, i32), position: (i32, i32),
direction: Direction, direction: Direction,
frame: Option<u32>, frame: Option<u32>,
) { ) {
self.atlas.render( let frame = frame.unwrap_or_else(|| self.current_frame());
canvas, self.atlas.render(canvas, position, direction, Some(frame));
position,
direction,
frame.or(Some(self.current_frame())),
);
self.tick();
} }
} }

71
src/asset.rs Normal file
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@@ -0,0 +1,71 @@
//! 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;
#[derive(Debug)]
pub enum AssetError {
Io(io::Error),
}
impl From<io::Error> for AssetError {
fn from(e: io::Error) -> Self {
AssetError::Io(e)
}
}
#[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
}
#[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/wav/1.ogg")),
Asset::Wav2 => Cow::Borrowed(include_bytes!("../assets/wav/2.ogg")),
Asset::Wav3 => Cow::Borrowed(include_bytes!("../assets/wav/3.ogg")),
Asset::Wav4 => Cow::Borrowed(include_bytes!("../assets/wav/4.ogg")),
Asset::Pacman => Cow::Borrowed(include_bytes!("../assets/32/pacman.png")),
Asset::Pellet => Cow::Borrowed(include_bytes!("../assets/24/pellet.png")),
Asset::Energizer => Cow::Borrowed(include_bytes!("../assets/24/energizer.png")),
Asset::Map => Cow::Borrowed(include_bytes!("../assets/map.png")),
Asset::FontKonami => Cow::Borrowed(include_bytes!("../assets/font/konami.ttf")),
Asset::GhostBody => Cow::Borrowed(include_bytes!("../assets/32/ghost_body.png")),
Asset::GhostEyes => Cow::Borrowed(include_bytes!("../assets/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").join(asset.path());
let bytes = fs::read(&path)?;
Ok(Cow::Owned(bytes))
}
}
pub use imp::get_asset_bytes;

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@@ -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.
/// ///
@@ -34,21 +29,21 @@ impl Audio {
// 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)
rwops.load_wav().expect(&format!( .unwrap_or_else(|_| panic!("Failed to create RWops for sound {}", i + 1));
"Failed to load sound {} from embedded data", rwops
i + 1 .load_wav()
)) .unwrap_or_else(|_| panic!("Failed to load sound {} from asset API", i + 1))
}) })
.collect(); .collect();

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@@ -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] = [
"############################", "############################",

74
src/debug.rs Normal file
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@@ -0,0 +1,74 @@
//! Debug rendering utilities for Pac-Man.
use crate::{
constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH},
ghosts::blinky::Blinky,
map::Map,
};
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: (u32, u32), color: Color) {
let position = Map::cell_to_pixel(cell);
canvas.set_draw_color(color);
canvas
.draw_rect(sdl2::rect::Rect::new(position.0, position.1, 24, 24))
.expect("Could not draw rectangle");
}
pub fn draw_debug_grid(canvas: &mut Canvas<Window>, map: &Map, pacman_cell: (u32, u32)) {
for x in 0..BOARD_WIDTH {
for y in 0..BOARD_HEIGHT {
let tile = map.get_tile((x as i32, y as i32)).unwrap_or(MapTile::Empty);
let mut color = None;
if (x, y) == pacman_cell {
Self::draw_cell(canvas, map, (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(canvas, map, (x, y), color);
}
}
}
}
pub fn draw_next_cell(canvas: &mut Canvas<Window>, map: &Map, next_cell: (u32, u32)) {
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.x, pos.y), Color::RGB(255, 140, 0));
// ORANGE
}
}
pub fn draw_pathfinding(canvas: &mut Canvas<Window>, blinky: &Blinky, map: &Map) {
if let Some((path, _)) = blinky.get_path_to_target({
let (tx, ty) = blinky.get_target_tile();
(tx as u32, ty as u32)
}) {
for &(x, y) in &path {
Self::draw_cell(canvas, map, (x, y), Color::YELLOW);
}
}
}
}

86
src/edible.rs Normal file
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@@ -0,0 +1,86 @@
//! 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 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: (u32, u32), 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>) {
self.sprite
.render(canvas, self.base.pixel_position, 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((x as i32, y as i32));
let cell = (x, y);
match tile {
Some(MapTile::Pellet) => {
edibles.push(Edible::new(
EdibleKind::Pellet,
cell,
Rc::clone(&pellet_sprite),
));
}
Some(MapTile::PowerPellet) => {
edibles.push(Edible::new(
EdibleKind::PowerPellet,
cell,
Rc::clone(&power_pellet_sprite),
));
}
// Fruits can be added here if you have fruit positions
_ => {}
}
}
}
edibles
}

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@@ -9,8 +9,8 @@ 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 MovableEntity. /// Returns a reference to the base entity (position, etc).
fn base(&self) -> &MovableEntity; 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 {
@@ -18,31 +18,45 @@ pub trait Entity {
let (other_x, other_y) = other.base().pixel_position; let (other_x, other_y) = other.base().pixel_position;
x == other_x && y == other_y x == other_x && y == other_y
} }
}
/// 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>) -> (i32, i32);
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: (i32, i32),
pub cell_position: (u32, u32),
}
impl StaticEntity {
pub fn new(pixel_position: (i32, i32), cell_position: (u32, u32)) -> Self {
Self {
pixel_position,
cell_position,
}
}
} }
/// A struct for movable game entities with position, direction, speed, and modulation. /// A struct for movable game entities with position, direction, speed, and modulation.
pub struct MovableEntity { pub struct MovableEntity {
/// The absolute position of the entity on the board, in pixels. pub base: StaticEntity,
pub pixel_position: (i32, i32),
/// The position of the entity on the board, in grid coordinates.
pub cell_position: (u32, u32),
/// The current direction of the entity.
pub direction: Direction, pub direction: Direction,
/// Movement speed (pixels per tick).
pub speed: u32, pub speed: u32,
/// Movement modulator for controlling speed.
pub modulation: SimpleTickModulator, pub modulation: SimpleTickModulator,
/// Whether the entity is currently in a tunnel.
pub in_tunnel: bool, pub in_tunnel: bool,
/// Reference to the game map.
pub map: Rc<RefCell<Map>>, pub map: Rc<RefCell<Map>>,
} }
impl MovableEntity { impl MovableEntity {
/// Creates a new MovableEntity.
pub fn new( pub fn new(
pixel_position: (i32, i32), pixel_position: (i32, i32),
cell_position: (u32, u32), cell_position: (u32, u32),
@@ -52,8 +66,7 @@ impl MovableEntity {
map: Rc<RefCell<Map>>, map: Rc<RefCell<Map>>,
) -> Self { ) -> Self {
Self { Self {
pixel_position, base: StaticEntity::new(pixel_position, cell_position),
cell_position,
direction, direction,
speed, speed,
modulation, modulation,
@@ -65,89 +78,79 @@ impl MovableEntity {
/// Returns the position within the current cell, in pixels. /// Returns the position within the current cell, in pixels.
pub fn internal_position(&self) -> (u32, u32) { pub fn internal_position(&self) -> (u32, u32) {
( (
self.pixel_position.0 as u32 % CELL_SIZE, self.base.pixel_position.0 as u32 % CELL_SIZE,
self.pixel_position.1 as u32 % CELL_SIZE, self.base.pixel_position.1 as u32 % CELL_SIZE,
) )
} }
}
/// Move the entity in its current direction by its speed. impl Entity for MovableEntity {
pub fn move_forward(&mut self) { fn base(&self) -> &StaticEntity {
&self.base
}
}
impl Moving for MovableEntity {
fn move_forward(&mut self) {
let speed = self.speed as i32; let speed = self.speed as i32;
match self.direction { match self.direction {
Direction::Right => self.pixel_position.0 += speed, Direction::Right => self.base.pixel_position.0 += speed,
Direction::Left => self.pixel_position.0 -= speed, Direction::Left => self.base.pixel_position.0 -= speed,
Direction::Up => self.pixel_position.1 -= speed, Direction::Up => self.base.pixel_position.1 -= speed,
Direction::Down => self.pixel_position.1 += speed, Direction::Down => self.base.pixel_position.1 += speed,
} }
} }
fn update_cell_position(&mut self) {
/// Updates the cell position based on the current pixel position. self.base.cell_position = (
pub fn update_cell_position(&mut self) { (self.base.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
self.cell_position = ( (self.base.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
); );
} }
fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
/// Calculates the next cell in the given direction.
pub fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
let (x, y) = direction.unwrap_or(self.direction).offset(); let (x, y) = direction.unwrap_or(self.direction).offset();
( (
self.cell_position.0 as i32 + x, self.base.cell_position.0 as i32 + x,
self.cell_position.1 as i32 + y, self.base.cell_position.1 as i32 + y,
) )
} }
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
/// Returns true if the next cell in the given direction is a wall.
pub fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
let next_cell = self.next_cell(direction); let next_cell = self.next_cell(direction);
matches!(self.map.borrow().get_tile(next_cell), Some(MapTile::Wall)) matches!(self.map.borrow().get_tile(next_cell), Some(MapTile::Wall))
} }
fn handle_tunnel(&mut self) -> bool {
/// Handles tunnel movement and wrapping.
/// Returns true if the entity is in a tunnel and was handled.
pub fn handle_tunnel(&mut self) -> bool {
if !self.in_tunnel { if !self.in_tunnel {
let current_tile = self let current_tile = self.map.borrow().get_tile((
.map self.base.cell_position.0 as i32,
.borrow() self.base.cell_position.1 as i32,
.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32)); ));
if matches!(current_tile, Some(MapTile::Tunnel)) { if matches!(current_tile, Some(MapTile::Tunnel)) {
self.in_tunnel = true; self.in_tunnel = true;
} }
} }
if self.in_tunnel { if self.in_tunnel {
// If out of bounds, teleport to the opposite side and exit tunnel if self.base.cell_position.0 == 0 {
if self.cell_position.0 == 0 { self.base.cell_position.0 = BOARD_WIDTH - 2;
self.cell_position.0 = BOARD_WIDTH - 2; self.base.pixel_position =
self.pixel_position = Map::cell_to_pixel((self.base.cell_position.0, self.base.cell_position.1));
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
self.in_tunnel = false; self.in_tunnel = false;
true true
} else if self.cell_position.0 == BOARD_WIDTH - 1 { } else if self.base.cell_position.0 == BOARD_WIDTH - 1 {
self.cell_position.0 = 1; self.base.cell_position.0 = 1;
self.pixel_position = self.base.pixel_position =
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1)); Map::cell_to_pixel((self.base.cell_position.0, self.base.cell_position.1));
self.in_tunnel = false; self.in_tunnel = false;
true true
} else { } else {
// Still in tunnel, keep moving
true true
} }
} else { } else {
false false
} }
} }
fn is_grid_aligned(&self) -> bool {
/// Returns true if the entity is aligned with the grid.
pub fn is_grid_aligned(&self) -> bool {
self.internal_position() == (0, 0) self.internal_position() == (0, 0)
} }
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
/// Attempts to set the direction if the next cell is not a wall.
/// Returns true if the direction was changed.
pub fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
if new_direction == self.direction { if new_direction == self.direction {
return false; return false;
} }
@@ -159,8 +162,13 @@ impl MovableEntity {
} }
} }
impl Entity for StaticEntity {
fn base(&self) -> &StaticEntity {
self
}
}
/// A trait for entities that can be rendered to the screen. /// A trait for entities that can be rendered to the screen.
pub trait Renderable { pub trait Renderable {
/// Renders the entity to the canvas. fn render(&self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>);
fn render(&mut self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>);
} }

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@@ -10,58 +10,39 @@ 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::{ use crate::constants::RAW_BOARD;
animation::{AtlasTexture, FrameDrawn}, use crate::debug::{DebugMode, DebugRenderer};
constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD}, use crate::direction::Direction;
direction::Direction, use crate::edible::{reconstruct_edibles, Edible, EdibleKind};
entity::{Entity, Renderable}, use crate::entity::Renderable;
ghosts::blinky::Blinky, use crate::ghosts::blinky::Blinky;
map::Map, use crate::map::Map;
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,
ValidPositions,
}
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: AtlasTexture<'a>, pellet_texture: Rc<AtlasTexture<'a>>,
power_pellet_texture: AtlasTexture<'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: crate::audio::Audio, 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
@@ -70,31 +51,34 @@ 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(
(1, 1), (1, 1),
pacman_atlas, pacman_atlas,
Rc::clone(&map), 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(
@@ -105,40 +89,57 @@ impl Game<'_> {
Rc::clone(&pacman), Rc::clone(&pacman),
); );
// Load pellet texture from embedded data // Load pellet texture from asset API
let pellet_texture = AtlasTexture::new( let pellet_bytes = get_asset_bytes(Asset::Pellet).expect("Failed to load asset");
let pellet_texture = Rc::new(AtlasTexture::new(
texture_creator texture_creator
.load_texture_bytes(PELLET_TEXTURE_DATA) .load_texture_bytes(&pellet_bytes)
.expect("Could not load pellet texture from embedded data"), .expect("Could not load pellet texture from asset API"),
1, 1,
24, 24,
24, 24,
None, None,
); ));
let power_pellet_texture = AtlasTexture::new( let power_pellet_bytes = get_asset_bytes(Asset::Energizer).expect("Failed to load asset");
let power_pellet_texture = Rc::new(AtlasTexture::new(
texture_creator texture_creator
.load_texture_bytes(POWER_PELLET_TEXTURE_DATA) .load_texture_bytes(&power_pellet_bytes)
.expect("Could not load power pellet texture from embedded data"), .expect("Could not load power pellet texture from asset API"),
1, 1,
24, 24,
24, 24,
None, None,
); ));
// Load font from embedded data // Load font from asset API
let font_rwops = RWops::from_bytes(FONT_DATA).expect("Failed to create RWops for font"); let font = {
let font = ttf_context let font_bytes = get_asset_bytes(Asset::FontKonami)
.load_font_from_rwops(font_rwops, 24) .expect("Failed to load asset")
.expect("Could not load font from embedded data"); .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 // Load map texture from asset API
let map_bytes = get_asset_bytes(Asset::Map).expect("Failed to load asset");
let mut map_texture = texture_creator let mut map_texture = texture_creator
.load_texture_bytes(MAP_TEXTURE_DATA) .load_texture_bytes(&map_bytes)
.expect("Could not load map texture from embedded data"); .expect("Could not load map texture from asset API");
map_texture.set_color_mod(0, 0, 255); map_texture.set_color_mod(0, 0, 255);
let edibles = reconstruct_edibles(
Rc::clone(&map),
Rc::clone(&pellet_texture),
Rc::clone(&power_pellet_texture),
Rc::clone(&pellet_texture), // placeholder for fruit sprite
);
Game { Game {
canvas, canvas,
pacman, pacman,
@@ -151,6 +152,7 @@ impl Game<'_> {
score: 0, score: 0,
audio, audio,
blinky, blinky,
edibles,
} }
} }
@@ -162,7 +164,10 @@ 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 {
@@ -172,6 +177,7 @@ impl Game<'_> {
DebugMode::Pathfinding => DebugMode::ValidPositions, DebugMode::Pathfinding => DebugMode::ValidPositions,
DebugMode::ValidPositions => DebugMode::None, DebugMode::ValidPositions => DebugMode::None,
}; };
return;
} }
// Reset game // Reset game
@@ -200,72 +206,76 @@ impl Game<'_> {
// Reset the score // Reset the score
self.score = 0; self.score = 0;
// Get valid positions from the cached flood fill // Get valid positions from the cached flood fill and randomize positions in a single block
let mut map = self.map.borrow_mut(); {
let valid_positions = map.get_valid_playable_positions(); let mut map = self.map.borrow_mut();
let mut rng = rand::rng(); let valid_positions = map.get_valid_playable_positions();
let mut rng = rand::rng();
// Randomize Pac-Man position // Randomize Pac-Man position
if let Some(pos) = valid_positions.iter().choose(&mut rng) { if let Some(pos) = valid_positions.iter().choose(&mut rng) {
let mut pacman = self.pacman.borrow_mut(); let mut pacman = self.pacman.borrow_mut();
pacman.base.pixel_position = Map::cell_to_pixel((pos.x, pos.y)); pacman.base.base.pixel_position = Map::cell_to_pixel((pos.x, pos.y));
pacman.base.cell_position = (pos.x, pos.y); pacman.base.base.cell_position = (pos.x, pos.y);
pacman.base.in_tunnel = false; pacman.base.in_tunnel = false;
pacman.base.direction = Direction::Right; pacman.base.direction = Direction::Right;
pacman.next_direction = None; pacman.next_direction = None;
pacman.stopped = false; pacman.stopped = false;
}
// Randomize ghost position
if let Some(pos) = valid_positions.iter().choose(&mut rng) {
self.blinky.base.base.pixel_position = Map::cell_to_pixel((pos.x, pos.y));
self.blinky.base.base.cell_position = (pos.x, pos.y);
self.blinky.base.in_tunnel = false;
self.blinky.base.direction = Direction::Left;
self.blinky.mode = crate::ghost::GhostMode::Chase;
}
} }
// Randomize ghost position self.edibles = reconstruct_edibles(
if let Some(pos) = valid_positions.iter().choose(&mut rng) { Rc::clone(&self.map),
self.blinky.base.pixel_position = Map::cell_to_pixel((pos.x, pos.y)); Rc::clone(&self.pellet_texture),
self.blinky.base.cell_position = (pos.x, pos.y); Rc::clone(&self.power_pellet_texture),
self.blinky.base.in_tunnel = false; Rc::clone(&self.pellet_texture), // placeholder for fruit sprite
self.blinky.base.direction = Direction::Left; );
self.blinky.mode = crate::ghost::GhostMode::Chase;
}
} }
/// 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().base.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.
@@ -279,41 +289,13 @@ 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);
match tile {
MapTile::Pellet => {
let position = Map::cell_to_pixel((x, y));
self.pellet_texture.render(
self.canvas,
position,
Direction::Right,
Some(0),
);
}
MapTile::PowerPellet => {
let position = Map::cell_to_pixel((x, y));
self.power_pellet_texture.render(
self.canvas,
position,
Direction::Right,
Some(0),
);
}
_ => {}
}
}
} }
// 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);
@@ -322,88 +304,34 @@ 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(
let tile = self self.canvas,
.map &self.map.borrow(),
.borrow() self.pacman.borrow().base.base.cell_position,
.get_tile((x as i32, y as i32)) );
.unwrap_or(MapTile::Empty); let next_cell =
let mut color = None; <Pacman as crate::entity::Moving>::next_cell(&*self.pacman.borrow(), None);
DebugRenderer::draw_next_cell(
if (x, y) == self.pacman.borrow().base.cell_position { self.canvas,
self.draw_cell((x, y), Color::CYAN); &self.map.borrow(),
} else { (next_cell.0 as u32, next_cell.1 as u32),
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().base.next_cell(None);
self.draw_cell((next_cell.0 as u32, next_cell.1 as u32), Color::YELLOW);
}
// Show valid playable positions
if self.debug_mode == DebugMode::ValidPositions {
let valid_positions_vec = {
let mut map = self.map.borrow_mut();
map.get_valid_playable_positions().clone()
};
for &pos in &valid_positions_vec {
self.draw_cell((pos.x, pos.y), Color::RGB(255, 140, 0)); // ORANGE
} }
} DebugMode::Pathfinding => {
DebugRenderer::draw_pathfinding(self.canvas, &self.blinky, &self.map.borrow());
// 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::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;
@@ -417,7 +345,7 @@ 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,
); );

View File

@@ -1,15 +1,17 @@
use pathfinding::prelude::dijkstra; use pathfinding::prelude::dijkstra;
use rand::Rng; use rand::Rng;
use crate::{ use crate::animation::{AnimatedAtlasTexture, FrameDrawn};
animation::{AnimatedAtlasTexture, FrameDrawn}, use crate::constants::{MapTile, BOARD_WIDTH};
constants::{MapTile, BOARD_WIDTH}, use crate::direction::Direction;
direction::Direction, use crate::entity::{Entity, MovableEntity, Moving, Renderable};
entity::{Entity, MovableEntity, Renderable}, use crate::map::Map;
map::Map, use crate::modulation::{SimpleTickModulator, TickModulator};
modulation::{SimpleTickModulator, TickModulator}, use crate::pacman::Pacman;
pacman::Pacman, 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)]
@@ -37,12 +39,12 @@ pub enum GhostType {
impl GhostType { impl GhostType {
/// Returns the color of the ghost. /// Returns the color of the ghost.
pub fn color(&self) -> sdl2::pixels::Color { pub fn color(&self) -> Color {
match self { match self {
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), GhostType::Blinky => Color::RGB(255, 0, 0),
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 184, 255), GhostType::Pinky => Color::RGB(255, 184, 255),
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), GhostType::Inky => Color::RGB(0, 255, 255),
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 184, 82), GhostType::Clyde => Color::RGB(255, 184, 82),
} }
} }
} }
@@ -56,11 +58,9 @@ pub struct Ghost<'a> {
/// The type/personality of this ghost /// The type/personality of this ghost
pub ghost_type: GhostType, pub ghost_type: GhostType,
/// Reference to Pac-Man for targeting /// Reference to Pac-Man for targeting
pub pacman: std::rc::Rc<std::cell::RefCell<Pacman<'a>>>, pub pacman: Rc<RefCell<Pacman<'a>>>,
/// Ghost body sprite pub body_sprite: AnimatedAtlasTexture<'a>,
body_sprite: AnimatedAtlasTexture<'a>, pub eyes_sprite: AnimatedAtlasTexture<'a>,
/// Ghost eyes sprite
eyes_sprite: AnimatedAtlasTexture<'a>,
} }
impl Ghost<'_> { impl Ghost<'_> {
@@ -68,10 +68,10 @@ impl Ghost<'_> {
pub fn new<'a>( pub fn new<'a>(
ghost_type: GhostType, ghost_type: GhostType,
starting_position: (u32, u32), starting_position: (u32, u32),
body_texture: sdl2::render::Texture<'a>, body_texture: Texture<'a>,
eyes_texture: sdl2::render::Texture<'a>, eyes_texture: Texture<'a>,
map: std::rc::Rc<std::cell::RefCell<Map>>, map: Rc<RefCell<Map>>,
pacman: std::rc::Rc<std::cell::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 = AnimatedAtlasTexture::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)));
@@ -162,7 +162,6 @@ impl Ghost<'_> {
/// 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) -> (i32, i32) {
// Default implementation just targets Pac-Man directly
let pacman = self.pacman.borrow(); let pacman = self.pacman.borrow();
let cell = pacman.base().cell_position; let cell = pacman.base().cell_position;
(cell.0 as i32, cell.1 as i32) (cell.0 as i32, cell.1 as i32)
@@ -170,7 +169,7 @@ impl Ghost<'_> {
/// Calculates the path to the target tile using the A* algorithm. /// 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)> { pub fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
let start = self.base.cell_position; let start = self.base.base.cell_position;
let map = self.base.map.borrow(); let map = self.base.map.borrow();
dijkstra( dijkstra(
@@ -229,14 +228,8 @@ impl Ghost<'_> {
.set_direction_if_valid(self.base.direction.opposite()); .set_direction_if_valid(self.base.direction.opposite());
} }
} }
}
impl Entity for Ghost<'_> { pub fn tick(&mut self) {
fn base(&self) -> &MovableEntity {
&self.base
}
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;
@@ -253,7 +246,7 @@ impl Entity for Ghost<'_> {
{ {
if path.len() > 1 { if path.len() > 1 {
let next_move = path[1]; let next_move = path[1];
let (x, y) = self.base.cell_position; let (x, y) = self.base.base.cell_position;
let dx = next_move.0 as i32 - x as i32; let dx = next_move.0 as i32 - x as i32;
let dy = next_move.1 as i32 - y as i32; let dy = next_move.1 as i32 - y as i32;
let new_direction = if dx > 0 { let new_direction = if dx > 0 {
@@ -286,23 +279,35 @@ impl Entity for Ghost<'_> {
} }
} }
impl Renderable for Ghost<'_> { impl<'a> Moving for Ghost<'a> {
fn render(&mut self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) { fn move_forward(&mut self) {
// Render body self.base.move_forward();
if self.mode != GhostMode::Eyes { }
let color = if self.mode == GhostMode::Frightened { fn update_cell_position(&mut self) {
sdl2::pixels::Color::RGB(0, 0, 255) self.base.update_cell_position();
} else { }
self.ghost_type.color() fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
}; 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)
}
}
self.body_sprite impl<'a> Renderable for Ghost<'a> {
.set_color_modulation(color.r, color.g, color.b); fn render(&self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) {
self.body_sprite let pos = self.base.base.pixel_position;
.render(canvas, self.base.pixel_position, Direction::Right, None); self.body_sprite.render(canvas, pos, Direction::Right, None);
} // Inline the eye_frame logic here
// Always render eyes on top
let eye_frame = if self.mode == GhostMode::Frightened { let eye_frame = if self.mode == GhostMode::Frightened {
4 // Frightened frame 4 // Frightened frame
} else { } else {
@@ -313,12 +318,7 @@ impl Renderable for Ghost<'_> {
Direction::Down => 3, Direction::Down => 3,
} }
}; };
self.eyes_sprite
self.eyes_sprite.render( .render(canvas, pos, Direction::Right, Some(eye_frame));
canvas,
self.base.pixel_position,
Direction::Right,
Some(eye_frame),
);
} }
} }

View File

@@ -4,12 +4,11 @@ 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, MovableEntity, Renderable}, 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;
};
pub struct Blinky<'a> { pub struct Blinky<'a> {
ghost: Ghost<'a>, ghost: Ghost<'a>,
@@ -46,22 +45,44 @@ impl<'a> Blinky<'a> {
self.ghost.set_mode(mode); self.ghost.set_mode(mode);
} }
pub fn render(&mut self, canvas: &mut Canvas<Window>) { pub fn tick(&mut self) {
Renderable::render(&mut self.ghost, canvas); self.ghost.tick();
} }
} }
impl<'a> Entity for Blinky<'a> { impl<'a> Entity for Blinky<'a> {
fn base(&self) -> &MovableEntity { fn base(&self) -> &StaticEntity {
self.ghost.base() self.ghost.base.base()
} }
}
fn is_colliding(&self, other: &dyn Entity) -> bool { impl<'a> Renderable for Blinky<'a> {
self.ghost.is_colliding(other) fn render(&self, canvas: &mut Canvas<Window>) {
self.ghost.render(canvas);
} }
}
fn tick(&mut self) { impl<'a> Moving for Blinky<'a> {
self.ghost.tick() fn move_forward(&mut self) {
self.ghost.move_forward();
}
fn update_cell_position(&mut self) {
self.ghost.update_cell_position();
}
fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
self.ghost.next_cell(direction)
}
fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
self.ghost.is_wall_ahead(direction)
}
fn handle_tunnel(&mut self) -> bool {
self.ghost.handle_tunnel()
}
fn is_grid_aligned(&self) -> bool {
self.ghost.is_grid_aligned()
}
fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
self.ghost.set_direction_if_valid(new_direction)
} }
} }

View File

@@ -13,16 +13,11 @@
pub fn is_adjacent(a: (u32, u32), b: (u32, u32), diagonal: bool) -> bool { pub fn is_adjacent(a: (u32, u32), b: (u32, u32), diagonal: bool) -> bool {
let (ax, ay) = a; let (ax, ay) = a;
let (bx, by) = b; let (bx, by) = b;
let dx = ax.abs_diff(bx);
// Calculate absolute differences between coordinates let dy = ay.abs_diff(by);
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)
} }
} }

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(),
@@ -55,7 +55,9 @@ unsafe fn attach_console() {
mod animation; mod animation;
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;
@@ -64,6 +66,7 @@ mod helper;
mod map; mod map;
mod modulation; mod modulation;
mod pacman; mod pacman;
mod asset;
/// The main entry point of the application. /// The main entry point of the application.
/// ///

View File

@@ -3,6 +3,7 @@ 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 once_cell::sync::OnceCell;
use std::collections::{HashSet, VecDeque}; use std::collections::{HashSet, VecDeque};
use std::ops::Add; use std::ops::Add;
@@ -28,6 +29,12 @@ impl Add<SignedPosition> for Position {
} }
} }
impl PartialEq<(u32, u32)> for Position {
fn eq(&self, other: &(u32, u32)) -> bool {
self.x == other.0 && self.y == other.1
}
}
impl Position { impl Position {
pub fn as_i32(&self) -> (i32, i32) { pub fn as_i32(&self) -> (i32, i32) {
(self.x as i32, self.y as i32) (self.x as i32, self.y as i32)
@@ -60,20 +67,8 @@ 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,
@@ -84,25 +79,29 @@ impl Map {
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
for y in 0..BOARD_HEIGHT as usize { .current
self.current[x][y] = self.default[x][y]; .iter_mut()
.enumerate()
.take(BOARD_WIDTH as usize)
{
for (y, cell) in col.iter_mut().enumerate().take(BOARD_HEIGHT as usize) {
*cell = self.default[x][y];
} }
} }
} }
@@ -157,19 +156,19 @@ impl Map {
/// This is computed once using a flood fill from a random pellet, and then cached. /// This is computed once using a flood fill from a random pellet, and then cached.
pub fn get_valid_playable_positions(&mut self) -> &Vec<Position> { pub fn get_valid_playable_positions(&mut self) -> &Vec<Position> {
use MapTile::*; use MapTile::*;
static mut CACHE: Option<Vec<Position>> = None; static CACHE: OnceCell<Vec<Position>> = OnceCell::new();
// SAFETY: This is only mutated once, and only in this function. if let Some(cached) = CACHE.get() {
unsafe { return cached;
if let Some(ref cached) = CACHE {
return cached;
}
} }
// Find a random starting pellet // Find a random starting pellet
let mut pellet_positions = vec![]; let mut pellet_positions = vec![];
for x in 0..BOARD_WIDTH as u32 { for (x, col) in self.current.iter().enumerate().take(BOARD_WIDTH as usize) {
for y in 0..BOARD_HEIGHT as u32 { for (y, &cell) in col.iter().enumerate().take(BOARD_HEIGHT as usize) {
match self.current[x as usize][y as usize] { match cell {
Pellet | PowerPellet => pellet_positions.push(Position { x, y }), Pellet | PowerPellet => pellet_positions.push(Position {
x: x as u32,
y: y as u32,
}),
_ => {} _ => {}
} }
} }
@@ -185,15 +184,12 @@ impl Map {
queue.push_back(start); queue.push_back(start);
while let Some(pos) = queue.pop_front() { while let Some(pos) = queue.pop_front() {
// Mark visited, skip if already visited
if !visited.insert(pos) { if !visited.insert(pos) {
continue; continue;
} }
// Check if the current tile is valid
match self.current[pos.x as usize][pos.y as usize] { match self.current[pos.x as usize][pos.y as usize] {
Empty | Pellet | PowerPellet => { Empty | Pellet | PowerPellet => {
// Valid, continue flood
for offset in [ for offset in [
SignedPosition { x: -1, y: 0 }, SignedPosition { x: -1, y: 0 },
SignedPosition { x: 1, y: 0 }, SignedPosition { x: 1, y: 0 },
@@ -201,7 +197,7 @@ impl Map {
SignedPosition { x: 0, y: 1 }, SignedPosition { x: 0, y: 1 },
] { ] {
let neighbor = pos + offset; let neighbor = pos + offset;
if neighbor.x < BOARD_WIDTH as u32 && neighbor.y < BOARD_HEIGHT as u32 { if neighbor.x < BOARD_WIDTH && neighbor.y < BOARD_HEIGHT {
let neighbor_tile = let neighbor_tile =
self.current[neighbor.x as usize][neighbor.y as usize]; self.current[neighbor.x as usize][neighbor.y as usize];
if matches!(neighbor_tile, Empty | Pellet | PowerPellet) { if matches!(neighbor_tile, Empty | Pellet | PowerPellet) {
@@ -210,16 +206,11 @@ impl Map {
} }
} }
} }
StartingPosition(_) | Wall | Tunnel => { StartingPosition(_) | Wall | Tunnel => {}
// Not valid, do not continue
}
} }
} }
let mut result: Vec<Position> = visited.into_iter().collect(); let mut result: Vec<Position> = visited.into_iter().collect();
result.sort_unstable(); result.sort_unstable();
unsafe { CACHE.get_or_init(|| result)
CACHE = Some(result);
CACHE.as_ref().unwrap()
}
} }
} }

View File

@@ -6,12 +6,11 @@ use sdl2::{
render::{Canvas, Texture}, render::{Canvas, Texture},
video::Window, video::Window,
}; };
use tracing::event;
use crate::{ use crate::{
animation::{AnimatedAtlasTexture, FrameDrawn}, animation::{AnimatedAtlasTexture, FrameDrawn},
direction::Direction, direction::Direction,
entity::{Entity, MovableEntity, Renderable}, entity::{Entity, MovableEntity, Moving, Renderable, StaticEntity},
map::Map, map::Map,
modulation::{SimpleTickModulator, TickModulator}, modulation::{SimpleTickModulator, TickModulator},
}; };
@@ -24,7 +23,37 @@ pub struct Pacman<'a> {
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,
sprite: AnimatedAtlasTexture<'a>, pub sprite: AnimatedAtlasTexture<'a>,
}
impl<'a> Entity for Pacman<'a> {
fn base(&self) -> &StaticEntity {
&self.base.base
}
}
impl<'a> Moving for Pacman<'a> {
fn move_forward(&mut self) {
self.base.move_forward();
}
fn update_cell_position(&mut self) {
self.base.update_cell_position();
}
fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
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<'_> {
@@ -55,7 +84,7 @@ impl Pacman<'_> {
match self.next_direction { match self.next_direction {
None => return false, None => return false,
Some(next_direction) => { Some(next_direction) => {
if self.base.set_direction_if_valid(next_direction) { if <Pacman as Moving>::set_direction_if_valid(self, next_direction) {
self.next_direction = None; self.next_direction = None;
return true; return true;
} }
@@ -69,53 +98,37 @@ impl Pacman<'_> {
let (x, y) = self.base.internal_position(); let (x, y) = self.base.internal_position();
((x / 2u32) * 2u32, (y / 2u32) * 2u32) ((x / 2u32) * 2u32, (y / 2u32) * 2u32)
} }
}
impl Entity for Pacman<'_> { pub fn tick(&mut self) {
fn base(&self) -> &MovableEntity {
&self.base
}
fn tick(&mut self) {
let can_change = self.internal_position_even() == (0, 0); let can_change = self.internal_position_even() == (0, 0);
if can_change { if can_change {
self.base.update_cell_position(); <Pacman as Moving>::update_cell_position(self);
if !<Pacman as Moving>::handle_tunnel(self) {
if !self.base.handle_tunnel() {
// Handle direction change as normal if not in tunnel
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
if !self.stopped && self.base.is_wall_ahead(None) {
self.stopped = true; self.stopped = true;
} else if self.stopped && !self.base.is_wall_ahead(None) { } 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 && self.base.modulation.next() {
self.base.move_forward(); <Pacman as Moving>::move_forward(self);
if self.internal_position_even() == (0, 0) { if self.internal_position_even() == (0, 0) {
self.base.update_cell_position(); <Pacman as Moving>::update_cell_position(self);
} }
} }
} }
} }
impl Renderable for Pacman<'_> { impl Renderable for Pacman<'_> {
fn render(&mut self, canvas: &mut Canvas<Window>) { fn render(&self, canvas: &mut Canvas<Window>) {
let pos = self.base.base.pixel_position;
let dir = self.base.direction;
if self.stopped { if self.stopped {
self.sprite.render( self.sprite.render(canvas, pos, dir, Some(2));
canvas,
self.base.pixel_position,
self.base.direction,
Some(2),
);
} else { } else {
self.sprite self.sprite.render(canvas, pos, dir, None);
.render(canvas, self.base.pixel_position, self.base.direction, None);
} }
} }
} }