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https://github.com/Xevion/Pac-Man.git
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5 Commits
| Author | SHA1 | Date | |
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| 64de5fb732 | |||
| 4a4e6e40a9 | |||
| ccde1b6538 | |||
| d90785a61a | |||
| 227c603ffe |
15
Cargo.lock
generated
15
Cargo.lock
generated
@@ -2,13 +2,6 @@
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# It is not intended for manual editing.
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version = 3
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[[package]]
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name = "Pac-Man"
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version = "0.1.0"
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dependencies = [
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"sdl2",
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]
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[[package]]
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name = "bitflags"
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version = "1.3.2"
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@@ -33,6 +26,14 @@ version = "0.2.147"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "b4668fb0ea861c1df094127ac5f1da3409a82116a4ba74fca2e58ef927159bb3"
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[[package]]
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name = "pacman"
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version = "0.1.0"
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dependencies = [
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"lazy_static",
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"sdl2",
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]
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[[package]]
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name = "sdl2"
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version = "0.35.2"
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@@ -1,9 +1,10 @@
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[package]
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name = "Pac-Man"
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name = "pacman"
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version = "0.1.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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lazy_static = "1.4.0"
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sdl2 = { version = "0.35", features = ["image", "ttf", "mixer"] }
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35
IMPLEMENTATION.md
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35
IMPLEMENTATION.md
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@@ -0,0 +1,35 @@
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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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127
src/constants.rs
127
src/constants.rs
@@ -1,44 +1,95 @@
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use lazy_static::lazy_static;
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pub const BOARD_WIDTH: u32 = 28;
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pub const BOARD_HEIGHT: u32 = 36;
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pub const BLOCK_SIZE_24: u32 = 24;
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pub const BLOCK_SIZE_32: u32 = 32;
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pub const BOARD_HEIGHT: u32 = 37; // Adjusted to fit map texture?
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pub const CELL_SIZE: u32 = 24;
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pub const WINDOW_WIDTH: u32 = BLOCK_SIZE_24 * BOARD_WIDTH;
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pub const WINDOW_HEIGHT: u32 = BLOCK_SIZE_24 * BOARD_HEIGHT;
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pub const WINDOW_WIDTH: u32 = CELL_SIZE * BOARD_WIDTH;
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pub const WINDOW_HEIGHT: u32 = CELL_SIZE * BOARD_HEIGHT;
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pub const RAW_BOARD: &str = r###"
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub enum MapTile {
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Empty,
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Wall,
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Pellet,
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PowerPellet,
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StartingPosition(u8),
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}
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pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
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" ",
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" ",
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" ",
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"############################",
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"#............##............#",
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"#.####.#####.##.#####.####.#",
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"#o####.#####.##.#####.####o#",
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"#.####.#####.##.#####.####.#",
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"#..........................#",
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"#.####.##.########.##.####.#",
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"#.####.##.########.##.####.#",
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"#......##....##....##......#",
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"######.##### ## #####.######",
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" #.##### ## #####.# ",
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" #.## 1 ##.# ",
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" #.## ###==### ##.# ",
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"######.## # # ##.######",
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" . #2 3 4 # . ",
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"######.## # # ##.######",
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" #.## ######## ##.# ",
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" #.## ##.# ",
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" #.## ######## ##.# ",
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"######.## ######## ##.######",
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"#............##............#",
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"#.####.#####.##.#####.####.#",
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"#.####.#####.##.#####.####.#",
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"#o..##.......0 .......##..o#",
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"###.##.##.########.##.##.###",
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"###.##.##.########.##.##.###",
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"#......##....##....##......#",
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"#.##########.##.##########.#",
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"#.##########.##.##########.#",
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"#..........................#",
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"############################",
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" ",
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" ",
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" ",
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];
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############################
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#............##............#
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#.####.#####.##.#####.####.#
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#o####.#####.##.#####.####o#
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#.####.#####.##.#####.####.#
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#..........................#
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#.####.##.########.##.####.#
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#.####.##.########.##.####.#
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#......##....##....##......#
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######.##### ## #####.######
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#.##### ## #####.#
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#.## 1 ##.#
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#.## ###==### ##.#
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######.## # # ##.######
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. #2 3 4 # .
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######.## # # ##.######
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#.## ######## ##.#
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#.## ##.#
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#.## ######## ##.#
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######.## ######## ##.######
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#............##............#
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#.####.#####.##.#####.####.#
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#.####.#####.##.#####.####.#
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#o..##.......0 .......##..o#
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###.##.##.########.##.##.###
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###.##.##.########.##.##.###
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#......##....##....##......#
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#.##########.##.##########.#
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#.##########.##.##########.#
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#..........................#
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############################
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lazy_static! {
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pub static ref BOARD: [[MapTile; BOARD_HEIGHT as usize]; BOARD_HEIGHT as usize] = {
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let mut board = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_HEIGHT as usize];
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"###;
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for y in 0..BOARD_HEIGHT as usize {
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let line = RAW_BOARD[y];
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for x in 0..BOARD_WIDTH as usize {
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if x >= line.len() {
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break;
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}
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let i = (y * (BOARD_WIDTH as usize) + x) as usize;
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let character = line
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.chars()
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.nth(x as usize)
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.unwrap_or_else(|| panic!("Could not get character at {} = ({}, {})", i, x, y));
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let tile = match character {
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'#' => MapTile::Wall,
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'.' => MapTile::Pellet,
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'o' => MapTile::PowerPellet,
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' ' => MapTile::Empty,
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c @ '0' | c @ '1' | c @ '2' | c @ '3' | c @ '4' => {
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MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)
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},
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'=' => MapTile::Empty,
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_ => panic!("Unknown character in board: {}", character),
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};
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board[x as usize][y as usize] = tile;
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}
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}
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board
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};
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}
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62
src/main.rs
62
src/main.rs
@@ -1,17 +1,22 @@
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use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
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use sdl2::event::{Event, WindowEvent};
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use sdl2::image::LoadTexture;
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use crate::game::Game;
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use crate::textures::TextureManager;
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use sdl2::event::{Event};
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use sdl2::keyboard::Keycode;
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use sdl2::pixels::Color;
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use sdl2::render::{Texture, Canvas};
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use std::time::Duration;
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use sdl2::render::{Canvas, Texture};
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use std::time::{Duration, Instant};
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#[cfg(target_os = "emscripten")]
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pub mod emscripten;
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mod board;
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mod constants;
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mod direction;
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mod game;
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mod pacman;
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mod textures;
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mod entity;
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mod animation;
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fn redraw(canvas: &mut Canvas<sdl2::video::Window>, tex: &Texture, i: u8) {
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canvas.set_draw_color(Color::RGB(i, i, i));
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@@ -28,7 +33,6 @@ pub fn main() {
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let window = video_subsystem
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.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
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.position_centered()
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.resizable()
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.build()
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.expect("Could not initialize window");
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@@ -36,22 +40,21 @@ pub fn main() {
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.into_canvas()
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.build()
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.expect("Could not build canvas");
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let texture_creator = canvas.texture_creator();
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let map_texture = texture_creator
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.load_texture("assets/map.png")
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.expect("Could not load pacman texture");
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canvas
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.copy(&map_texture, None, None)
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.expect("Could not render texture on canvas");
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.set_logical_size(WINDOW_WIDTH, WINDOW_HEIGHT)
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.expect("Could not set logical size");
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let mut i = 0u8;
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let texture_creator = canvas.texture_creator();
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let mut game = Game::new(&mut canvas, TextureManager::new(&texture_creator));
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let mut event_pump = sdl_context
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.event_pump()
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.expect("Could not get SDL EventPump");
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game.draw();
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game.tick();
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let mut main_loop = || {
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for event in event_pump.poll_iter() {
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match event {
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@@ -63,20 +66,31 @@ pub fn main() {
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} => return false,
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event @ Event::KeyDown { .. } => {
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println!("{:?}", event);
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},
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Event::Window { win_event, .. } => {
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if let WindowEvent::Resized(width, height) = win_event {
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i = i.wrapping_add(1);
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canvas.set_logical_size(width as u32, height as u32).unwrap();
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redraw(&mut canvas, &map_texture, i);
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}
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},
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}
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_ => {}
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}
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}
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canvas.present();
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let tick_time = {
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let start = Instant::now();
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game.tick();
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start.elapsed()
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};
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let draw_time = {
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let start = Instant::now();
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game.draw();
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start.elapsed()
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};
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// Alert if tick time exceeds 10ms
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if tick_time > Duration::from_millis(3) {
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println!("Tick took: {:?}", tick_time);
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}
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if draw_time > Duration::from_millis(3) {
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println!("Draw took: {:?}", draw_time);
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}
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::std::thread::sleep(Duration::from_millis(10));
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true
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};
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29
src/textures.rs
Normal file
29
src/textures.rs
Normal file
@@ -0,0 +1,29 @@
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use sdl2::{
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image::LoadTexture,
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render::{Texture, TextureCreator},
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video::WindowContext,
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};
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pub struct TextureManager<'a> {
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pub map: Texture<'a>,
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pub pacman: Texture<'a>,
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}
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impl<'a> TextureManager<'a> {
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pub fn new(texture_creator: &'a TextureCreator<WindowContext>) -> Self {
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let map_texture = texture_creator
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.load_texture("assets/map.png")
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.expect("Could not load pacman texture");
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let pacman_atlas = texture_creator
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.load_texture("assets/pacman.png")
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.expect("Could not load pacman texture");
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TextureManager {
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map: map_texture,
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pacman: pacman_atlas,
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}
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}
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}
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Reference in New Issue
Block a user