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BUILD.md
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BUILD.md
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# Building Pac-Man
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## GitHub Actions Workflow
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1. Build workflow produces executables & WASM files for all platforms
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2. Uploaded as artifacts
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3. Deployment workflow downloads artifacts and uploads to GitHub Pages
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@@ -41,7 +41,7 @@ rev = "2024.05.24" # release 2024.05.24 # to check for a new one, check https://
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[package.metadata.vcpkg.target]
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x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" }
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stable-x86_64-unknown-linux-gnu = { triplet = "x86_64-unknown-linux-gnu" }
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x86_64-unknown-linux-gnu = { triplet = "x86_64-unknown-linux-gnu" }
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[target.'cfg(target_os = "emscripten")'.dependencies]
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libc = "0.2.16"
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@@ -1,35 +0,0 @@
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# Implementation
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A document detailing the implementation the project from rendering, to game logic, to build systems.
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## Rendering
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1. Map
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- May require procedural text generation later on (cacheable?)
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2. Pacman
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3. Ghosts
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- Requires colors
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4. Items
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5. Interface
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- Requires fonts
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## Grid System
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1. How does the grid system work?
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The grid is 28 x 36 (although, the map texture is 28 x 37), and each cell is 24x24 (pixels).
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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.
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24x24 assets include pellets, the energizer, and the map itself ()
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2. What constraints must be enforced on Ghosts and PacMan?
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3. How do movement transitions work?
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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).
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When an entity is transitioning between cells, movement directions are acknowledged, but won't take effect until the next cell has been entered completely.
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4. Between transitions, how does collision detection work?
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It appears the original implementation used cell-level detection.
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I worry this may be prone to division errors. Make sure to use rounding (50% >=).
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