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41 Commits

Author SHA1 Message Date
25d5121a28 ci: correct toolchain matrix args 2025-07-28 18:32:13 -05:00
91095ed2cc ci: switch tarpaulin output to lcov format 2025-07-28 18:28:43 -05:00
cbf52bb994 ci: add 'rustfmt' component for test workflow 2025-07-28 18:13:23 -05:00
d763b9646f chore: 'node' runner on emscripten target 2025-07-28 18:08:47 -05:00
d7a9e0a304 ci: update most toolchains to 1.88, keep emscripten on 1.86.0 2025-07-28 18:08:29 -05:00
db720edeef ci: move comment breaking up 'rustflags' for coverage linking 2025-07-28 18:05:54 -05:00
f241e85d8f ci: set rustflags for cargo-tarpaulin build linking 2025-07-28 17:32:53 -05:00
d18b414536 ci: add 'clippy' component to test workflow 2025-07-28 17:28:47 -05:00
c9bcf32381 chore: fix various clippy warnings, disable trivial warnings in some spot 2025-07-28 17:25:18 -05:00
b45980c172 ci: only deploy to pages on master pushes 2025-07-28 17:09:21 -05:00
b4e3f383ec ci: add audit, test & coverage workflows 2025-07-28 17:09:06 -05:00
532abd1e45 chore: remove unused params for debug_render_nodes func 2025-07-28 16:22:48 -05:00
70528b0dcc refactor: separate map struct into multiple files for building, rendering & parsing 2025-07-28 16:20:24 -05:00
c5ca7302c2 refactor: separate map parsing into MapTileParser, get tests working 2025-07-28 16:10:50 -05:00
a27f85279e feat: working perfect tunnels with offset house positioning nodes 2025-07-28 14:34:24 -05:00
bea915b5c7 docs: post-creation neighbor edges, no ignore result err 2025-07-28 13:25:51 -05:00
d743aee393 refactor: better graph connection functions & creation method, debug render connections 2025-07-28 13:23:12 -05:00
59aba9f691 fix: remove emscripten main_loop_callback targeted code 2025-07-28 12:48:10 -05:00
199b4dc939 refactor: static intersection struct for calculating edges instead of smallvec 2025-07-28 12:44:54 -05:00
2edd23cfbb docs: add all latest developments to STORY.md 2025-07-28 12:25:56 -05:00
464d6f9ca6 refactor: huge refactor into node/graph-based movement system 2025-07-28 12:23:57 -05:00
413f9f156f refactor: continue working on ghost house implementation, other stuff 2025-07-27 12:15:11 -05:00
4f87a116d5 chore: remove unused code, resolve simple stuff 2025-07-26 15:35:50 -05:00
86ffc931e8 fix: re-provide specific blue color to maze texture 2025-07-26 15:31:15 -05:00
d72f47d66c fix: fix tunneling logic 2025-07-26 15:27:17 -05:00
7a6182cb85 feat: re-add board offset logic, fixup text rendering 2025-07-26 15:26:37 -05:00
a1d37a1a0b feat: atlas tile color modulation 2025-07-26 15:06:27 -05:00
9066b2cdbc chore: allow deadcode in asset.rs due to emscripten builds 2025-07-26 14:43:43 -05:00
238b5aac6a feat: non-ttf text rendering using original sprite text, remove black bg from assets 2025-07-26 14:43:25 -05:00
8e5ec9fef0 refactor: huge refactor into atlas-based resources 2025-07-26 14:42:12 -05:00
6ca2e01fba feat: atlas decoding & frame acquisition 2025-07-25 12:27:19 -05:00
8cf30cd78d refactor: begin moving towards packed atlas configuration 2025-07-25 12:24:40 -05:00
9b441fa35c feat: shared blinking textures for power pellets 2025-07-24 16:23:09 -05:00
61ca537909 fix: continue removing lifetime annotations 2025-07-24 16:09:25 -05:00
0a82aea922 refactor: intentionally unsafe leak to drop annoying lifetimes, use IVec2 in all remaining spots 2025-07-24 16:04:47 -05:00
f41c550bb8 feat: enable basic binary size reduction options 2025-07-24 15:39:16 -05:00
829462d3b6 refactor: move direction & edible into entity submodule 2025-07-24 12:48:39 -05:00
002da46045 refactor: split up and move texture-related code into src/texture submodule 2025-07-24 12:48:39 -05:00
cfa73c58a8 refactor: move entity-related code into src/entity submodule 2025-07-24 12:36:48 -05:00
5728effcc6 chore: bump to v0.2.0 2025-07-24 12:14:26 -05:00
fa1a0175b0 ci: remove save-always, remove old vcpkg cache key, flush vcpkg caches 2025-07-24 03:29:22 -05:00
242 changed files with 3277 additions and 1961 deletions

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@@ -5,6 +5,7 @@ rustflags = [
"-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=--preload-file assets/game/",
]
runner = "node"
[target.'cfg(target_os = "linux")']
rustflags = [
@@ -13,4 +14,4 @@ rustflags = [
# By adding `-lz` here, we ensure it's passed to the linker after `libpng`,
# which is required for the linker to correctly resolve symbols.
"-C", "link-arg=-lz",
]
]

27
.github/workflows/audit.yaml vendored Normal file
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@@ -0,0 +1,27 @@
name: Audit
on: ["push", "pull_request"]
env:
CARGO_TERM_COLOR: always
RUST_TOOLCHAIN: 1.88.0
jobs:
audit:
name: Audit
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v4
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master
with:
toolchain: ${{ env.RUST_TOOLCHAIN }}
- name: Install cargo-audit
run: cargo install cargo-audit
- name: Run security audit
run: cargo audit

View File

@@ -1,13 +1,10 @@
name: Build
on: [push]
on: ["push", "pull_request"]
permissions:
contents: write
env:
RUST_TOOLCHAIN: 1.86.0
jobs:
build:
name: Build (${{ matrix.target }})
@@ -18,15 +15,19 @@ jobs:
- os: ubuntu-latest
target: x86_64-unknown-linux-gnu
artifact_name: pacman
toolchain: 1.88.0
- os: macos-13
target: x86_64-apple-darwin
artifact_name: pacman
toolchain: 1.88.0
- os: macos-latest
target: aarch64-apple-darwin
artifact_name: pacman
toolchain: 1.88.0
- os: windows-latest
target: x86_64-pc-windows-gnu
artifact_name: pacman.exe
toolchain: 1.88.0
runs-on: ${{ matrix.os }}
steps:
- name: Checkout
@@ -36,7 +37,7 @@ jobs:
uses: dtolnay/rust-toolchain@master
with:
target: ${{ matrix.target }}
toolchain: ${{ env.RUST_TOOLCHAIN }}
toolchain: ${{ matrix.toolchain }}
- name: Rust Cache
uses: Swatinem/rust-cache@v2
@@ -44,12 +45,10 @@ jobs:
- name: Cache vcpkg
uses: actions/cache@v4
with:
save-always: true # deprecated
path: target/vcpkg
key: vcpkg-${{ runner.os }}-${{ matrix.target }}-${{ hashFiles('Cargo.toml', 'Cargo.lock') }}
key: A-vcpkg-${{ runner.os }}-${{ matrix.target }}-${{ hashFiles('Cargo.toml', 'Cargo.lock') }}
restore-keys: |
${{ runner.os }}-vcpkg
vcpkg-${{ runner.os }}-${{ matrix.target }}-
A-vcpkg-${{ runner.os }}-${{ matrix.target }}-
- name: Vcpkg Linux Dependencies
if: runner.os == 'Linux'
@@ -94,13 +93,13 @@ jobs:
uses: pyodide/setup-emsdk@v15
with:
version: 3.1.43
actions-cache-folder: "emsdk-cache"
actions-cache-folder: "emsdk-cache-b"
- name: Setup Rust (WASM32 Emscripten)
uses: dtolnay/rust-toolchain@master
with:
target: wasm32-unknown-emscripten
toolchain: ${{ env.RUST_TOOLCHAIN }}
toolchain: 1.86.0 # we are unfortunately pinned to 1.86.0 for some reason, bulk-memory-opt related issues
- name: Rust Cache
uses: Swatinem/rust-cache@v2
@@ -129,9 +128,11 @@ jobs:
- name: Upload Artifact
uses: actions/upload-pages-artifact@v3
if: github.ref == 'refs/heads/master' && github.event_name == 'push'
with:
path: "./dist/"
retention-days: 7
- name: Deploy
if: github.ref == 'refs/heads/master' && github.event_name == 'push'
uses: actions/deploy-pages@v4

59
.github/workflows/coverage.yaml vendored Normal file
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@@ -0,0 +1,59 @@
name: Coverage
on: ["push", "pull_request"]
env:
CARGO_TERM_COLOR: always
RUST_TOOLCHAIN: 1.86.0
jobs:
coverage:
name: Code Coverage
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v4
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master
with:
toolchain: ${{ env.RUST_TOOLCHAIN }}
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: target/vcpkg
key: A-vcpkg-${{ runner.os }}-${{ hashFiles('Cargo.toml', 'Cargo.lock') }}
restore-keys: |
A-vcpkg-${{ runner.os }}-
- name: Vcpkg Linux Dependencies
run: |
sudo apt-get update
sudo apt-get install -y libltdl-dev
- name: Vcpkg
run: |
cargo install cargo-vcpkg
cargo vcpkg -v build
- name: Install cargo-tarpaulin
run: cargo install cargo-tarpaulin
# Note: We manually link zlib. This should be synchronized with the flags set for Linux in .cargo/config.toml.
- name: Generate coverage report
run: |
cargo tarpaulin \
--out Lcov \
--output-dir coverage \
--rustflags="-C link-arg=-lz"
- name: Upload coverage to Coveralls
uses: coverallsapp/github-action@v2
with:
files: ./coverage/lcov.info
format: lcov
allow-empty: false

52
.github/workflows/test.yaml vendored Normal file
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@@ -0,0 +1,52 @@
name: Test
on: ["push", "pull_request"]
env:
CARGO_TERM_COLOR: always
RUST_TOOLCHAIN: 1.88.0
jobs:
test:
name: Test
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v4
- name: Install Rust toolchain
uses: dtolnay/rust-toolchain@master
with:
toolchain: ${{ env.RUST_TOOLCHAIN }}
components: clippy, rustfmt
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: target/vcpkg
key: A-vcpkg-${{ runner.os }}-${{ hashFiles('Cargo.toml', 'Cargo.lock') }}
restore-keys: |
A-vcpkg-${{ runner.os }}-
- name: Vcpkg Linux Dependencies
run: |
sudo apt-get update
sudo apt-get install -y libltdl-dev
- name: Vcpkg
run: |
cargo install cargo-vcpkg
cargo vcpkg -v build
- name: Run tests
run: cargo test --workspace --verbose
- name: Run clippy
run: cargo clippy -- -D warnings
- name: Check formatting
run: cargo fmt -- --check

52
Cargo.lock generated
View File

@@ -108,6 +108,12 @@ dependencies = [
"num-traits",
]
[[package]]
name = "itoa"
version = "1.0.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "4a5f13b858c8d314ee3e8f639011f7ccefe71f97f96e50151fb991f267928e2c"
[[package]]
name = "lazy_static"
version = "1.5.0"
@@ -174,7 +180,7 @@ checksum = "b15813163c1d831bf4a13c3610c05c0d03b39feb07f7e09fa234dac9b15aaf39"
[[package]]
name = "pacman"
version = "0.1.0"
version = "0.2.0"
dependencies = [
"anyhow",
"glam",
@@ -184,6 +190,8 @@ dependencies = [
"pathfinding",
"rand",
"sdl2",
"serde",
"serde_json",
"spin_sleep",
"thiserror 1.0.69",
"tracing",
@@ -304,6 +312,12 @@ version = "2.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "357703d41365b4b27c590e3ed91eabb1b663f07c4c084095e60cbed4362dff0d"
[[package]]
name = "ryu"
version = "1.0.20"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "28d3b2b1366ec20994f1fd18c3c594f05c5dd4bc44d8bb0c1c632c8d6829481f"
[[package]]
name = "sdl2"
version = "0.38.0"
@@ -335,6 +349,38 @@ version = "1.0.26"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "56e6fa9c48d24d85fb3de5ad847117517440f6beceb7798af16b4a87d616b8d0"
[[package]]
name = "serde"
version = "1.0.219"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5f0e2c6ed6606019b4e29e69dbaba95b11854410e5347d525002456dbbb786b6"
dependencies = [
"serde_derive",
]
[[package]]
name = "serde_derive"
version = "1.0.219"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5b0276cf7f2c73365f7157c8123c21cd9a50fbbd844757af28ca1f5925fc2a00"
dependencies = [
"proc-macro2",
"quote",
"syn",
]
[[package]]
name = "serde_json"
version = "1.0.141"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "30b9eff21ebe718216c6ec64e1d9ac57087aad11efc64e32002bce4a0d4c03d3"
dependencies = [
"itoa",
"memchr",
"ryu",
"serde",
]
[[package]]
name = "sharded-slab"
version = "0.1.4"
@@ -346,9 +392,9 @@ dependencies = [
[[package]]
name = "smallvec"
version = "1.11.0"
version = "1.15.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "62bb4feee49fdd9f707ef802e22365a35de4b7b299de4763d44bfea899442ff9"
checksum = "67b1b7a3b5fe4f1376887184045fcf45c69e92af734b7aaddc05fb777b6fbd03"
[[package]]
name = "spin_sleep"

View File

@@ -1,6 +1,6 @@
[package]
name = "pacman"
version = "0.1.0"
version = "0.2.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
@@ -17,7 +17,14 @@ pathfinding = "4.14"
once_cell = "1.21.3"
thiserror = "1.0"
anyhow = "1.0"
glam = "0.30.4"
glam = { version = "0.30.4", features = [] }
serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1.0.141"
[profile.release]
lto = true
panic = "abort"
opt-level = "z"
[target.'cfg(target_os = "windows")'.dependencies.winapi]
version = "0.3"

View File

@@ -32,6 +32,7 @@ The problem is that much of this work was done for pure-Rust applications - and
This requires a C++ WebAssembly compiler such as Emscripten; and it's a pain to get working.
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrouge].
- Built with Rust
- Uses SDL2
- Compiling for WebAssembly with Emscripten
@@ -46,7 +47,6 @@ The issue presented with some keys never being sent to the application.
To confirm, enter safe mode or switch to a different browser without said extensions.
If the issue disappears, it's because of an extension in your browser stealing keys in a way that is incompatible with the batshit insanity of Emscripten.
## A Long Break
After hitting a wall with an issue with Emscripten where the tab would freeze after switching tabs (making it into a background tab), I decided to take a break from the project. A couple months went by without anything going on.
@@ -78,7 +78,7 @@ But this did help me narrow my search even more for a good example. I needed to
I found [one such repository](https://github.com/KyleMiles/Rust-SDL-Emscripten-Template/), and interestingly, it used `latest` Emscripten (not a specific target like 1.39.20), and was new enough (2 years old, but still new enough) to be relevant.
Even more interesting, it didn't use the `main` loop closure, but instead used Emscripten's *Asyncify* feature to handle the main loop.
Even more interesting, it didn't use the `main` loop closure, but instead used Emscripten's _Asyncify_ feature to handle the main loop.
But, unlike my original project which called `std::thread::sleep` directly, it used bindings into Emscripten's functions like `emscripten_sleep`.
@@ -124,6 +124,7 @@ While working on the next extension of SDL2 for my test repository, SDL2-TTF had
Luckily, I had a recently updated repository to copy off of, and the working fix was to lower the EMSDK version to `3.1.43`.
[Source](https://github.com/aelred/tetris/blob/0ad88153db1ca7962b42277504c0f7f9f3c675a9/tetris-sdl/src/main.rs#L34)
```rust
static FONT_DATA: &[u8] = include_bytes!("../assets/TerminalVector.ttf");
@@ -176,7 +177,7 @@ But I also didn't want to include some big framework on this, like Astro, so I l
After fiddling and failing to find Hugo suitable, I stuck to plain HTML & the PostCSS method, which worked great. It's definitely not that fast for rapid development, but it works well enough.
The only thing I'm unsatisfied with is why `postcss-cli` wasn't working when executed from `pnpm`. It works just fine from `pnpx`, but it has to download and setup the whole package on *every single invocation*, which is super slow. And probably expensive, in the long run.
The only thing I'm unsatisfied with is why `postcss-cli` wasn't working when executed from `pnpm`. It works just fine from `pnpx`, but it has to download and setup the whole package on _every single invocation_, which is super slow. And probably expensive, in the long run.
## Cross-platform Builds
@@ -253,6 +254,7 @@ After a couple attempts with various test commits, I couldn't find it, and just
> Note: VCPKG is annoying to install, the executable provided by Visual Studio Community does not permit classic-mode usage, so you'll still need to clone and bootstrap VCPKG (instructions in the repository README).
As it happens, they were placed in
- `$VCPKG_ROOT\packages\sdl2-gfx_x64-windows-release\bin\SDL2_gfx.dll` and
- `$VCPKG_ROOT\packages\sdl2-gfx_x64-windows-release\lib\SDL2_gfx.lib` respectively.
@@ -324,10 +326,95 @@ I was thinking of a github-pages artifact name that aligns with the others, but
Perhaps at the least I'll look into a 32-bit build for Windows, just for demonstration purposes.
## My Return to Pac-Man
It's been 15 months since I last touched the demo codebase, and much longer since I've touched the core Pac-Man project, and I got inspired to look back into it recently. I'm finally touching up on the story document, so if this reads a bit disjointed, that's why.
- I switched the dependency linking to use the internal statically-linked `vcpkg` feature, which is a lot easier to maintain. It's not perfect, but it's much better than the manual downloads and the dynamically linked `.dll` files I was doing before. With caching, it also tends to be far quicker.
- I switched all of the commits to use conventional commit messages, which is easier to read and understand.
- I integrated the demo project's emscripten workflow, updated sdl2 and started poking around in the project. I got into adding fonts, adding a reset button, a debug mode, score tracking, pellet consumption, etc.
- I spent a lot of time working on the audio timing, getting it to work flawlessly and compare really well with the original Pac-Man; the sound is incredibly important to the game, so I wanted to get it right.
## Pathfinding and Tunnelling
Pathfinding was very easy to get working, although tunnelling was a bit more difficult, and unfortunately I never got it working with the way I was doing things at the time. A lot of issues were happening with trying to get the transition between the tunnels to work, I could only get Pac-Man to teleport from one tunnel to the other, but moving smoothly between them was nigh impossible.
I did however get pathfinding to work between the tunnels, which was very satisfying to see using the debug visuals.
I ended up using the `pathfinding` crate and it was a breeze to use.
## Atlas Tiles
When I was looking around for Pac-Man sprites, I kept coming across atlas images, and I had been noticing for some time how my sprites were not correctly sized, and some of them just didn't match the original Pac-Man. I had been spending a lot of time making this Pac-Man project as close to the original as possible, and I felt like if I didn't use the original sprites, I wasn't doing it justice.
This had me thinking about how asset loading was a real pain in this project, and how I wanted to look into atlas tiles.
The arguments for copying between a texture and a canvas/surface/texture were very obviously rigged to allow for this, given that you had to specify the source `Rect`, meaning you could target a specific area of the texture. Such as tiles on an atlas image.
It didn't take long for me to get it working, I chose an existing crate called `clutterd` which provided a CLI for building atlas images with an metadata file describing the positions and sizes of the tiles.
Doing so required a full re-work of the animation and texture system, and I ended up making a breakthrough on how I managed lifetimes: lifetime annotations were plaguing the codebase, literally everywhere, and it was super annoying to keep writing and dealing with them.
So, I ended up using `unsafe` to forcibly cast the lifetimes to `'static`, which was a bit of a gamble, but given that they essentially behave as `'static` in practice, there wasn't much risk as I see it. I might re-look into my understanding of lifetimes and this in the future, but for the time being, it's a good solution that makes the codebase far easier to work with.
## Cross-platform Builds
Since the original `rust-sdl2-emscripten` demo project had cross-platform builds, I was ready to get it working for this project. For the most part, it wasn't hard, things tended to click into place, but unfortunately, the `emscripten` os target and somehow, the `linux` os target were both failing.
I'm still not sure what exactly causes it, but `emscripten` strongly prefers to be built on 1.86 (1.88 does not work, 1.87 might though).
Changing the toolchain to 1.86 fixed the issue when it was failing.
It did turn out though, that despite me getting the `emscripten` target building, it did not mean the application was functioning properly.
- Upon launch, it was immediately crashing due to issues with the audio subsystem; this was fixed with a simple increase to the audio buffer chunksize, apparently it has a minimum size of 256.
- Then, it was failing due to issues with the main loop, referencing the `ASYNCIFY_STACK_SIZE` variable in `.cargo/config.toml`, asking for it to be increased. I really didn't like the idea of increasing it for whatever reason, so I ended up looking into the `emscripten_main_loop` method of looping again, but nothing worked all that well, just like the last time I tried. So I increased the variable, doubling it from the default of 4096 to 8192. Things immediately worked, and the browser build was working.
Linux however was a far more annoying task, as it was failing to due the `cargo-vcpkg` build step (which built the SDL2 libraries necessary for static linking and building the project). It was hard to pin down at first, but packages seemed to be failing due to system dependencies not being available, so after adding a couple `apt` packages to the steps, things started to work.
Eventually though, it kept failing at the `sdl2` package, which was failing to build due to the `libpng` package not being able to find a bunch of symbols related to `zlib`. Almost nothing was written about this online, except for one issue on GitHub which hadn't been updated in 2 years.
I won't lie, Gemini helped me out here, suggesting adding `"-C", "link-arg=-lz",` to the `rustflags` section of `.cargo/config.toml`.
It seems like it moved the `zlib` library to the front of the link order, and things started magically working both locally and on the GitHub Actions runner.
I also added an ARM64 build for MacOS, which worked without any issues. Surprisingly, MacOS is the only platform that I've been able to get working without any issues. At least, I hope it's working; I don't really have a way to test it myself.
## Caching
I spent a bit of time after this improving the build process to take advantage of caching so that most builds would fly. The `cargo-vcpkg` was by far the most expensive step, and it unfortunately, despite being in the `target` directory (which is supposed to be cached by the `Swatinem/rust-cache@v2` action), was not being cached.
I played with the parameters for a bit before giving up and just manually adding a cache step to the workflow. It's expensive, uploading 300MB of artifact data to GitHub, but it works well, and I'm really doubtful it will change that much.
I also ended up improving the build process to use `cargo metadata` to get the package version, which means I could drop the `toml-cli` dependency and just use the `cargo` command + `jq` (which is already installed on the runner).
## Atlas Text
At some point, I wanted to use the original text from the game, so I created a text texture type for rendering text using the existing sprite atlas, which means I wasn't using the `ttf` feature at all. I'm stil unsure whether or not I'll use it, I might keep it because it seems like more hassle to remove it at this point. Perhaps I'll still use normal ttf fonts like Arial for debug-related displays, or maybe I'll create/use a custom font.
## Node Graph Positioning
After getting all this working, I was really excited to finally get closer to actually finishing the project. I felt like I had finally started checking a bunch of important boxes, so I started actually working on the 'ghost house' part of Pac-Man.
The ghost house is very different from the rest of the game as it doesn't render the tiles in the same way, on a static grid.
It's actually offset by 8 pixels, and the ghosts exit the house between two tiles, requiring a lot more customization and flexibility in my
rendering system.
I spent a fair bit of time trying to implement hacks into this to get it working, but I eventually gave up after realizing that there's no solution here using my existing system.
I remembered how I was having trouble with the transition states between the two tunnels (still not resolved), and it felt quite similar to my current situation; the inflexibility of my integer grid system was the main cause of the issue.
I started thinking of different ways to approach movement, and realized that the Pac-Man and Ghost's movement is quite limited and simple like railroad tracks, like nodes on a graph. Both problems could be solved by switching to a graph - most of the maze would look like a grid, each cell connected to eachother.
By representing one's position as a distance from the start node towards an end node, I could achieve smooth linear movement between nodes
that, for the most part, appears to use a cell-based grid, which also allowing more customized offsets.
The bigger downside was that I had to toss out almost all the existing code for the game, only keeping the audio and most of the texturing system, as well as the initialization code. It also meant I was using floating points for a lot of internal state, which is not ideal.
This ended up being okay though, as I was able to clean up a lot of gross code, and the system ended up being easier to work with by comparison.
[code-review-video]: https://www.youtube.com/watch?v=OKs_JewEeOo
[code-review-thumbnail]: https://img.youtube.com/vi/OKs_JewEeOo/hqdefault.jpg
[fighting-lifetimes-1]: https://devcry.heiho.net/html/2022/20220709-rust-and-sdl2-fighting-with-lifetimes.html
[fighting-lifetimes-2]: https://devcry.heiho.net/html/2022/20220716-rust-and-sdl2-fighting-with-lifetimes-2.html
[fighting-lifetimes-3]: https://devcry.heiho.net/html/2022/20220724-rust-and-sdl2-fighting-with-lifetimes-3.html
[ruggrogue]: https://tung.github.io/ruggrogue/
[ruggrogue]: https://tung.github.io/ruggrogue/

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