Compare commits

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27 Commits

Author SHA1 Message Date
85420711df fix: preventDefault() context menu on canvas 2025-08-08 13:34:36 -05:00
2efa7a4df5 feat: manually download tailwindcss cli, only check for emsdkDir if not activated 2025-08-08 11:04:31 -05:00
1d018db5e9 ci: handle pre-activated emsdk 2025-08-08 10:15:43 -05:00
023697dcd7 fix: use bun and web.build.ts in build workflow, use minify & cwd args for tailwindcss cli 2025-08-08 10:10:57 -05:00
87ee12543e tests: revamp tests, remove more useless tests 2025-08-08 09:07:10 -05:00
b308bc0ef7 refactor: move all tests out of src/ into tests/, remove unnecessary tests 2025-08-08 08:50:52 -05:00
9d5ca54234 fix: improved frontend web interface, use tailwind cli 2025-08-08 00:20:38 -05:00
2ae73c3c58 fix: disable app quit on browser build 2025-08-07 23:44:26 -05:00
adfa2cc737 feat: edge traversal permissions system 2025-08-07 23:39:39 -05:00
7c937df002 docs: add build notes to README 2025-08-07 23:26:48 -05:00
9fb9c959a3 refactor: ensure emsdk dir exists before issuing commands 2025-08-07 23:20:12 -05:00
61ebc8f317 chore: fixup .gitignore 2025-08-07 23:00:03 -05:00
b7f668c58a feat: revamp web build script in bun + typescript, delete old scripts 2025-08-07 22:59:51 -05:00
b1021c28b5 chore: remove unused door/map.png/build.css 2025-08-07 22:58:38 -05:00
7d6f92283a docs: update README with badges, remove unnecessary install details, change workflow names 2025-07-28 21:09:42 -05:00
2a295b1daf test: small test lint fixes 2025-07-28 20:55:45 -05:00
4398ec2936 chore: fix clippy errors, add allow dead_code modifiers 2025-07-28 20:53:01 -05:00
324c358672 refactor: remove StartingPosition MapTile, track pacman start explicitly in parser 2025-07-28 20:49:17 -05:00
cda8c40195 test: allow mute state updates while audio subsystem is disabled 2025-07-28 20:48:13 -05:00
89b4ba125f feat: begin tracking nodes of entity starting positions 2025-07-28 20:41:26 -05:00
fcdbe62f99 feat: allow graceful disabling of audio subsystem in background 2025-07-28 20:38:16 -05:00
57c7afcdb4 ci: emit warnings on retry attempts in emscripten build 2025-07-28 20:25:13 -05:00
2e16c2d170 ci: add retry mechanism for emscripten builds due to dependency hash errors in sdk 2025-07-28 20:18:28 -05:00
f86c106593 test: switch to llvm-cov for coverage, switch to cargo-nextest as test runner 2025-07-28 19:59:40 -05:00
04cf8f217f test: add generic tests for coverage 2025-07-28 19:48:31 -05:00
7e0ca4ff3d test: disable fail-fast by default 2025-07-28 19:43:16 -05:00
fcc36c8a46 test: add tons of tests for all easy submodules 2025-07-28 19:26:36 -05:00
40 changed files with 1658 additions and 638 deletions

2
.config/nextest.toml Normal file
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@@ -0,0 +1,2 @@
[profile.default]
fail-fast = false

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@@ -1,4 +1,4 @@
name: Build
name: Builds
on: ["push", "pull_request"]
@@ -104,27 +104,48 @@ jobs:
- name: Rust Cache
uses: Swatinem/rust-cache@v2
- name: Install pnpm
uses: pnpm/action-setup@v3
- name: Setup Bun
uses: oven-sh/setup-bun@v2
with:
version: 8
run_install: true
bun-version: latest
- name: Build with Emscripten
shell: bash
run: |
cargo build --target=wasm32-unknown-emscripten --release
# Retry mechanism for Emscripten build - only retry on specific hash errors
MAX_RETRIES=3
RETRY_DELAY=30
- name: Assemble
run: |
echo "Generating CSS"
pnpx postcss-cli ./assets/site/styles.scss -o ./assets/site/build.css
for attempt in $(seq 1 $MAX_RETRIES); do
echo "Build attempt $attempt of $MAX_RETRIES"
echo "Copying WASM files"
# Capture output and check for specific error while preserving real-time output
if bun run web.build.ts 2>&1 | tee /tmp/build_output.log; then
echo "Build successful on attempt $attempt"
break
else
echo "Build failed on attempt $attempt"
mkdir -p dist
cp assets/site/{build.css,favicon.ico,index.html} dist
output_folder="target/wasm32-unknown-emscripten/release"
cp $output_folder/pacman.{wasm,js} $output_folder/deps/pacman.data dist
# Check if the failure was due to the specific hash error
if grep -q "emcc: error: Unexpected hash:" /tmp/build_output.log; then
echo "::warning::Detected 'emcc: error: Unexpected hash:' error - will retry (attempt $attempt of $MAX_RETRIES)"
if [ $attempt -eq $MAX_RETRIES ]; then
echo "::error::All retry attempts failed. Exiting with error."
exit 1
fi
echo "Waiting $RETRY_DELAY seconds before retry..."
sleep $RETRY_DELAY
# Exponential backoff: double the delay for next attempt
RETRY_DELAY=$((RETRY_DELAY * 2))
else
echo "Build failed but not due to hash error - not retrying"
exit 1
fi
fi
done
- name: Upload Artifact
uses: actions/upload-pages-artifact@v3

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@@ -18,6 +18,7 @@ jobs:
uses: dtolnay/rust-toolchain@master
with:
toolchain: ${{ env.RUST_TOOLCHAIN }}
components: llvm-tools-preview
- name: Rust Cache
uses: Swatinem/rust-cache@v2
@@ -40,20 +41,17 @@ jobs:
cargo install cargo-vcpkg
cargo vcpkg -v build
- name: Install cargo-tarpaulin
run: cargo install cargo-tarpaulin
- uses: taiki-e/install-action@cargo-llvm-cov
- uses: taiki-e/install-action@nextest
# 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"
cargo llvm-cov --no-fail-fast --lcov --output-path lcov.info nextest
- name: Upload coverage to Coveralls
uses: coverallsapp/github-action@v2
with:
files: ./coverage/lcov.info
files: ./lcov.info
format: lcov
allow-empty: false

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@@ -1,4 +1,4 @@
name: Test
name: Tests
on: ["push", "pull_request"]
@@ -42,8 +42,10 @@ jobs:
cargo install cargo-vcpkg
cargo vcpkg -v build
- name: Run tests
run: cargo test --workspace --verbose
- uses: taiki-e/install-action@nextest
- name: Run nextest
run: cargo nextest run --workspace
- name: Run clippy
run: cargo clippy -- -D warnings

8
.gitignore vendored
View File

@@ -1,7 +1,7 @@
/target
/dist
target/
dist/
emsdk/
.idea
*.dll
rust-sdl2-emscripten/
assets/site/build.css
emsdk/
tailwindcss-*

103
README.md
View File

@@ -1,9 +1,33 @@
# Pac-Man
If the title doesn't clue you in, I'm remaking Pac-Man with SDL and Rust.
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![Code Coverage][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
The project is _extremely_ early in development, but check back in a week, and maybe I'll have something cool to look
at.
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/test.yaml/badge.svg
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
[badge-coverage]: https://coveralls.io/repos/github/Xevion/Pac-Man/badge.svg?branch=master
[badge-demo]: https://img.shields.io/github/deployments/Xevion/Pac-Man/github-pages?label=GitHub%20Pages
[badge-online-demo]: https://img.shields.io/badge/GitHub%20Pages-Demo-brightgreen
[badge-last-commit]: https://img.shields.io/github/last-commit/Xevion/Pac-Man
[build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml
[test]: https://github.com/Xevion/Pac-Man/actions/workflows/test.yaml
[coverage]: https://coveralls.io/github/Xevion/Pac-Man?branch=master
[demo]: https://xevion.github.io/Pac-Man/
[commits]: https://github.com/Xevion/Pac-Man/commits/master
## Description
A faithful recreation of the classic Pac-Man arcade game written in Rust. This project aims to replicate the original game's mechanics, graphics, sound, and behavior as accurately as possible while providing modern development features like cross-platform compatibility and WebAssembly support.
The game includes all the original features you'd expect from Pac-Man:
- [x] Classic maze navigation and dot collection
- [ ] Four ghosts with their unique AI behaviors (Blinky, Pinky, Inky, and Clyde)
- [ ] Power pellets that allow Pac-Man to eat ghosts
- [ ] Fruit bonuses that appear periodically
- [ ] Progressive difficulty with faster ghosts and shorter power pellet duration
- [x] Authentic sound effects and sprites
Built with SDL2 for cross-platform graphics and audio, this implementation can run on Windows, Linux, macOS, and in web browsers via WebAssembly.
## Feature Targets
@@ -12,68 +36,29 @@ at.
- Online demo, playable in a browser.
- Automatic build system, with releases for Windows, Linux, and Mac & Web-Assembly.
- Debug tooling
- Game state visualization
- Game speed controls + pausing
- Log tracing
- Performance details
- Game state visualization
- Game speed controls + pausing
- Log tracing
- Performance details
## Experimental Ideas
- Perfected Ghost Algorithms
- More than 4 ghosts
- Custom Level Generation
- Multi-map tunnelling
- Multi-map tunnelling
- Online Scoreboard
- WebAssembly build contains a special API key for communicating with server.
- To prevent abuse, the server will only accept scores from the WebAssembly build.
- WebAssembly build contains a special API key for communicating with server.
- To prevent abuse, the server will only accept scores from the WebAssembly build.
## Installation
## Build Notes
Besides SDL2, the following extensions are required: Image, Mixer, and TTF.
### Ubuntu
On Ubuntu, you can install the required packages with the following command:
```
sudo apt install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev
```
### Windows
On Windows, installation requires either building from source (not covered), or downloading the pre-built binaries.
The latest releases can be found here:
- [SDL2](https://github.com/libsdl-org/SDL/releases/latest/)
- [SDL2_image](https://github.com/libsdl-org/SDL_image/releases/latest/)
- [SDL2_mixer](https://github.com/libsdl-org/SDL_mixer/releases/latest/)
- [SDL2_ttf](https://github.com/libsdl-org/SDL_ttf/releases/latest/)
Download each for your architecture, and locate the appropriately named DLL within. Move said DLL to root of this project.
In total, you should have the following DLLs in the root of the project:
- SDL2.dll
- SDL2_mixer.dll
- SDL2_ttf.dll
- SDL2_image.dll
- libpngX-X.dll
- Not sure on what specific version is to be used, or if naming matters. `libpng16-16.dll` is what I had used.
- zlib1.dll
## Building
To build the project, run the following command:
```
cargo build
```
During development, you can easily run the project with:
```
cargo run
cargo run -q # Quiet mode, no logging
cargo run --release # Release mode, optimized
```
- Install `cargo-vcpkg` with `cargo install cargo-vcpkg`, then run `cargo vcpkg build` to build the requisite dependencies via vcpkg.
- For the WASM build, you need to have the Emscripten SDK cloned; you can do so with `git clone https://github.com/emscripten-core/emsdk.git`
- The first time you clone, you'll need to install the appropriate SDK version with `./emsdk install 3.1.43` and then activate it with `./emsdk activate 3.1.43`. On Windows, use `./emsdk/emsdk.ps1` instead.
- You can then activate the Emscripten SDK with `source ./emsdk/emsdk_env.sh` or `./emsdk/emsdk_env.ps1` or `./emsdk/emsdk_env.bat` depending on your OS/terminal.
- While using the `web.build.ts` is not technically required, it simplifies the build process and is very helpful.
- It is intended to be run with `bun`, which you can acquire at [bun.sh](https://bun.sh/)
- Tip: You can launch a fileserver with `python` or `caddy` to serve the files in the `dist` folder.
- `python3 -m http.server 8080 -d dist`
- `caddy file-server --root dist` (install with `[sudo apt|brew|choco] install caddy` or [a dozen other ways](https://caddyserver.com/docs/install))

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@@ -1,23 +0,0 @@
@tailwind base;
@tailwind components;
@tailwind utilities;
@font-face {
font-family: "Liberation Mono";
src:
url("LiberationMono.woff2") format("woff2"),
url("LiberationMono.woff") format("woff");
font-weight: normal;
font-style: normal;
font-display: swap;
}
canvas {
@apply w-full h-[65vh] min-h-[200px] block mx-auto bg-black;
}
.code {
@apply px-1 rounded font-mono bg-zinc-900 border border-zinc-700 lowercase;
}
/*# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJzb3VyY2VzIjpbInN0eWxlcy5zY3NzIl0sIm5hbWVzIjpbXSwibWFwcGluZ3MiOiJBQUFBIiwiZmlsZSI6ImJ1aWxkLmNzcyIsInNvdXJjZXNDb250ZW50IjpbIkB0YWlsd2luZCBiYXNlO1xuQHRhaWx3aW5kIGNvbXBvbmVudHM7XG5AdGFpbHdpbmQgdXRpbGl0aWVzO1xuXG5AZm9udC1mYWNlIHtcbiAgICBmb250LWZhbWlseTogXCJMaWJlcmF0aW9uIE1vbm9cIjtcbiAgICBzcmM6XG4gICAgICAgIHVybChcIkxpYmVyYXRpb25Nb25vLndvZmYyXCIpIGZvcm1hdChcIndvZmYyXCIpLFxuICAgICAgICB1cmwoXCJMaWJlcmF0aW9uTW9uby53b2ZmXCIpIGZvcm1hdChcIndvZmZcIik7XG4gICAgZm9udC13ZWlnaHQ6IG5vcm1hbDtcbiAgICBmb250LXN0eWxlOiBub3JtYWw7XG4gICAgZm9udC1kaXNwbGF5OiBzd2FwO1xufVxuXG5jYW52YXMge1xuICAgIEBhcHBseSB3LWZ1bGwgaC1bNjV2aF0gbWluLWgtWzIwMHB4XSBibG9jayBteC1hdXRvIGJnLWJsYWNrO1xufVxuXG4uY29kZSB7XG4gICAgQGFwcGx5IHB4LTEgcm91bmRlZCBmb250LW1vbm8gYmctemluYy05MDAgYm9yZGVyIGJvcmRlci16aW5jLTcwMCBsb3dlcmNhc2U7XG59XG4iXX0= */

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@@ -2,12 +2,25 @@
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Pac-Man Arcade</title>
<title>Pac-Man in Rust</title>
<link rel="stylesheet" href="build.css" />
<style>
/* Minimal fallback to prevent white flash and canvas pop-in before CSS loads */
html,
body {
background: #000;
color: #facc15;
margin: 0;
text-align: center;
}
#canvas {
display: block;
margin: 1.5rem auto;
background: #000;
}
</style>
</head>
<body class="bg-black text-yellow-400 text-center">
<body class="bg-black text-yellow-400 text-center min-h-screen">
<a
href="https://github.com/Xevion/Pac-Man"
class="absolute top-0 right-0"
@@ -17,7 +30,7 @@
width="80"
height="80"
viewBox="0 0 250 250"
class="fill-yellow-400 text-black"
class="fill-yellow-400 text-white"
aria-hidden="true"
>
<path d="M0,0 L115,115 L130,115 L142,142 L250,250 L250,0 Z"></path>
@@ -31,33 +44,55 @@
></path>
</svg>
</a>
<h1 class="text-4xl mt-10 scaled-text">Pac-Man Arcade</h1>
<p class="text-lg mt-5 scaled-text">
Welcome to the Pac-Man Arcade! Use the controls below to play.
</p>
<canvas
id="canvas"
class="block mx-auto mt-5"
width="800"
height="600"
></canvas>
<div class="mt-10">
<span
class="inline-block mx-2 px-4 py-2 bg-yellow-400 text-black rounded scaled-text"
>&larr; &uarr; &rarr; &darr; Move</span
>
<span
class="inline-block mx-2 px-4 py-2 bg-yellow-400 text-black rounded scaled-text"
>Space Change Sprite</span
>
<span
class="inline-block mx-2 px-4 py-2 bg-yellow-400 text-black rounded scaled-text"
>Shift + &uarr;&darr; Change Volume</span
>
<div class="min-h-screen flex flex-col">
<header class="pt-10">
<h1 class="text-4xl arcade-title scaled-text">Pac-Man in Rust</h1>
</header>
<main class="flex-1 flex items-center justify-center px-4">
<div class="w-full max-w-5xl">
<canvas
id="canvas"
oncontextmenu="event.preventDefault()"
class="block bg-black w-full max-w-[90vw] h-auto rounded-xl shadow-[inset_0_0_0_2px_rgba(255,255,255,0.12),0_10px_30px_rgba(0,0,0,0.8)]"
></canvas>
<div
class="mt-8 flex flex-wrap gap-3 justify-center items-center text-sm"
>
<span class="code">&larr; &uarr; &rarr; &darr;</span>
<span class="opacity-70">Move</span>
<span class="mx-2 opacity-30">|</span>
<span class="code">Space</span>
<span class="opacity-70">Toggle Debug</span>
<span class="mx-2 opacity-30">|</span>
<span class="code">P</span>
<span class="opacity-70">Pause / Unpause</span>
<span class="mx-2 opacity-30">|</span>
<span class="code">M</span>
<span class="opacity-70">Mute / Unmute</span>
</div>
</div>
</main>
</div>
<script type="text/javascript">
const canvas = document.getElementById("canvas");
var Module = {
canvas: document.getElementById("canvas"),
canvas: canvas,
preRun: [
() => {
[...canvas.classList]
.filter((className) => className.includes("shadow-"))
.forEach((className) => canvas.classList.remove(className));
},
],
};
</script>
<script type="text/javascript" src="pacman.js"></script>

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assets/site/styles.css Normal file
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@@ -0,0 +1,28 @@
@import "tailwindcss";
@font-face {
font-family: "TerminalVector";
src: url("TerminalVector.ttf");
font-weight: normal;
font-style: normal;
font-display: swap;
}
/* Key badge styling */
.code {
@apply px-3 py-1 rounded-md font-mono text-[0.9em] lowercase inline-block align-middle;
background: rgba(250, 204, 21, 0.08); /* yellow-400 at low opacity */
border: 1px solid rgba(250, 204, 21, 0.25);
color: #fde68a; /* lighter yellow for readability */
font-family: "TerminalVector", ui-monospace, Consolas, "Courier New",
monospace;
}
/* Title styling */
.arcade-title {
font-family: "TerminalVector", ui-monospace, Consolas, "Courier New",
monospace;
letter-spacing: 0.08em;
text-shadow: 0 0 18px rgba(250, 204, 21, 0.15),
0 0 2px rgba(255, 255, 255, 0.25);
}

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@@ -1,21 +0,0 @@
@tailwind base;
@tailwind components;
@tailwind utilities;
@font-face {
font-family: "Liberation Mono";
src:
url("LiberationMono.woff2") format("woff2"),
url("LiberationMono.woff") format("woff");
font-weight: normal;
font-style: normal;
font-display: swap;
}
canvas {
@apply w-full h-[65vh] min-h-[200px] block mx-auto bg-black;
}
.code {
@apply px-1 rounded font-mono bg-zinc-900 border border-zinc-700 lowercase;
}

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@@ -1,74 +0,0 @@
#!/bin/bash
set -eu
release='false'
serve='false'
skip_emsdk='false'
clean='false'
print_usage() {
printf "Usage: -erdsc\n"
printf " -e: Skip EMSDK setup (GitHub workflow only)\n"
printf " -r: Build in release mode\n"
printf " -d: Build in debug mode\n"
printf " -s: Serve the WASM files once built\n"
printf " -c: Clean the target/dist directory\n"
}
while getopts 'erdsc' flag; do
case "${flag}" in
e) skip_emsdk='true' ;;
r) release='true' ;;
d) release='false' ;; # doesn't actually do anything, but last flag wins
s) serve='true' ;;
c) clean='true' ;;
*)
print_usage
exit 1
;;
esac
done
if [ "$clean" = 'true' ]; then
echo "Cleaning target directory"
cargo clean
rm -rf ./dist/
fi
if [ "$skip_emsdk" = 'false' ]; then
echo "Activating Emscripten"
# SDL2-TTF requires 3.1.43, fails to build on latest
../emsdk/emsdk activate 3.1.43
source ../emsdk/emsdk_env.sh
fi
echo "Building WASM with Emscripten"
build_type='debug'
if [ "$release" = 'true' ]; then
cargo build --target=wasm32-unknown-emscripten --release
build_type='release'
else
cargo build --target=wasm32-unknown-emscripten
fi
echo "Generating CSS"
pnpx postcss-cli ./assets/site/styles.scss -o ./assets/site/build.css
echo "Copying WASM files"
mkdir -p dist
output_folder="target/wasm32-unknown-emscripten/$build_type"
cp assets/site/{build.css,favicon.ico,index.html} dist
cp $output_folder/pacman.{wasm,js} dist
if [ -f $output_folder/deps/pacman.data ]; then
cp $output_folder/deps/pacman.data dist
fi
if [ -f $output_folder/pacman.wasm.map ]; then
cp $output_folder/pacman.wasm.map dist
fi
if [ "$serve" = 'true' ]; then
echo "Serving WASM with Emscripten"
python3 -m http.server -d ./dist/ 8080
fi

201
build.ts
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@@ -1,201 +0,0 @@
import { $ } from "bun";
// This is a bun script, run with `bun run build.ts`
import * as path from "path";
import * as fs from "fs/promises";
async function clean() {
console.log("Cleaning...");
await $`cargo clean`;
await $`rm -rf ./dist/`;
console.log("Cleaned...");
}
async function setupEmscripten() {
const emsdkDir = "./emsdk";
const emsdkExists = await fs
.access(emsdkDir)
.then(() => true)
.catch(() => false);
if (!emsdkExists) {
console.log("Cloning Emscripten SDK...");
await $`git clone https://github.com/emscripten-core/emsdk.git`;
} else {
console.log("Emscripten SDK already exists, skipping clone.");
}
const emscriptenToolchainPath = path.join(emsdkDir, "upstream", "emscripten");
const toolchainInstalled = await fs
.access(emscriptenToolchainPath)
.then(() => true)
.catch(() => false);
if (!toolchainInstalled) {
console.log("Installing Emscripten toolchain...");
await $`./emsdk/emsdk install 3.1.43`;
} else {
console.log(
"Emscripten toolchain 3.1.43 already installed, skipping install."
);
}
console.log("Activating Emscripten...");
await $`./emsdk/emsdk activate 3.1.43`;
console.log("Emscripten activated.");
// Set EMSDK environment variable for subsequent commands
process.env.EMSDK = path.resolve(emsdkDir);
const emsdkPython = path.join(path.resolve(emsdkDir), "python");
const emsdkNode = path.join(path.resolve(emsdkDir), "node", "16.20.0_64bit"); // Adjust node version if needed
const emsdkBin = path.join(path.resolve(emsdkDir), "upstream", "emscripten");
process.env.PATH = `${emsdkPython}:${emsdkNode}:${emsdkBin}:${process.env.PATH}`;
}
async function buildWeb(release: boolean) {
console.log("Building WASM with Emscripten...");
const rustcFlags = [
"-C",
"link-arg=--preload-file",
"-C",
"link-arg=assets",
].join(" ");
if (release) {
await $`env RUSTFLAGS=${rustcFlags} cargo build --target=wasm32-unknown-emscripten --release`;
} else {
await $`env RUSTFLAGS=${rustcFlags} cargo build --target=wasm32-unknown-emscripten`;
}
console.log("Generating CSS...");
await $`pnpx postcss-cli ./assets/site/styles.scss -o ./assets/site/build.css`;
console.log("Copying WASM files...");
const buildType = release ? "release" : "debug";
const outputFolder = `target/wasm32-unknown-emscripten/${buildType}`;
await $`mkdir -p dist`;
await $`cp assets/site/index.html dist`;
await $`cp assets/site/*.woff* dist`;
await $`cp assets/site/build.css dist`;
await $`cp assets/site/favicon.ico dist`;
await $`cp ${outputFolder}/pacman.wasm dist`;
await $`cp ${outputFolder}/pacman.js dist`;
// Check if .data file exists before copying
try {
await fs.access(`${outputFolder}/pacman.data`);
await $`cp ${outputFolder}/pacman.data dist`;
} catch (e) {
console.log("No pacman.data file found, skipping copy.");
}
// Check if .map file exists before copying
try {
await fs.access(`${outputFolder}/pacman.wasm.map`);
await $`cp ${outputFolder}/pacman.wasm.map dist`;
} catch (e) {
console.log("No pacman.wasm.map file found, skipping copy.");
}
console.log("WASM files copied.");
}
async function serve() {
console.log("Serving WASM with Emscripten...");
await $`python3 -m http.server -d ./dist/ 8080`;
}
async function main() {
const args = process.argv.slice(2);
let release = false;
let serveFiles = false;
let skipEmscriptenSetup = false;
let cleanProject = false;
let target = "web"; // Default target
for (const arg of args) {
switch (arg) {
case "-r":
release = true;
break;
case "-s":
serveFiles = true;
break;
case "-e":
skipEmscriptenSetup = true;
break;
case "-c":
cleanProject = true;
break;
case "--target=linux":
target = "linux";
break;
case "--target=windows":
target = "windows";
break;
case "--target=web":
target = "web";
break;
case "-h":
case "--help":
console.log(`
Usage: ts-node build.ts [options]
Options:
-r Build in release mode
-s Serve the WASM files once built (for web target)
-e Skip EMSDK setup (GitHub workflow only)
-c Clean the target/dist directory
--target=[web|linux|windows] Specify target platform (default: web)
-h, --help Show this help message
`);
return;
}
}
if (cleanProject) {
await clean();
}
if (!skipEmscriptenSetup && target === "web") {
await setupEmscripten();
}
switch (target) {
case "web":
await buildWeb(release);
if (serveFiles) {
await serve();
}
break;
case "linux":
console.log("Building for Linux...");
if (release) {
await $`cargo build --release`;
} else {
await $`cargo build`;
}
console.log("Linux build complete.");
break;
case "windows":
console.log("Building for Windows...");
if (release) {
await $`cargo build --release --target=x86_64-pc-windows-msvc`; // Assuming MSVC toolchain
} else {
await $`cargo build --target=x86_64-pc-windows-msvc`;
}
console.log("Windows build complete.");
break;
default:
console.error("Invalid target specified.");
process.exit(1);
}
}
main().catch((err) => {
console.error(err);
process.exit(1);
});

View File

@@ -33,7 +33,7 @@ pub struct App<'a> {
last_tick: Instant,
}
impl<'a> App<'a> {
impl App<'_> {
pub fn new() -> Result<Self> {
let sdl_context = sdl2::init().map_err(|e| anyhow!(e))?;
let video_subsystem = sdl_context.video().map_err(|e| anyhow!(e))?;
@@ -92,6 +92,8 @@ impl<'a> App<'a> {
}
_ => {}
},
// It doesn't really make sense to have this available in the browser
#[cfg(not(target_os = "emscripten"))]
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape) | Some(Keycode::Q),

View File

@@ -10,13 +10,15 @@ const SOUND_ASSETS: [Asset; 4] = [Asset::Wav1, Asset::Wav2, Asset::Wav3, Asset::
/// The audio system for the game.
///
/// This struct is responsible for initializing the audio device, loading sounds,
/// and playing them.
/// and playing them. If audio fails to initialize, it will be disabled and all
/// functions will silently do nothing.
#[allow(dead_code)]
pub struct Audio {
_mixer_context: mixer::Sdl2MixerContext,
_mixer_context: Option<mixer::Sdl2MixerContext>,
sounds: Vec<Chunk>,
next_sound_index: usize,
muted: bool,
disabled: bool,
}
impl Default for Audio {
@@ -27,13 +29,27 @@ impl Default for Audio {
impl Audio {
/// Creates a new `Audio` instance.
///
/// If audio fails to initialize, the audio system will be disabled and
/// all functions will silently do nothing.
pub fn new() -> Self {
let frequency = 44100;
let format = DEFAULT_FORMAT;
let channels = 4;
let chunk_size = 256; // 256 is minimum for emscripten
mixer::open_audio(frequency, format, 1, chunk_size).expect("Failed to open audio");
// Try to open audio, but don't panic if it fails
if let Err(e) = mixer::open_audio(frequency, format, 1, chunk_size) {
tracing::warn!("Failed to open audio: {}. Audio will be disabled.", e);
return Self {
_mixer_context: None,
sounds: Vec::new(),
next_sound_index: 0,
muted: false,
disabled: true,
};
}
mixer::allocate_channels(channels);
// set channel volume
@@ -41,31 +57,72 @@ impl Audio {
mixer::Channel(i).set_volume(32);
}
let mixer_context = mixer::init(InitFlag::OGG).expect("Failed to initialize SDL2_mixer");
// Try to initialize mixer, but don't panic if it fails
let mixer_context = match mixer::init(InitFlag::OGG) {
Ok(ctx) => ctx,
Err(e) => {
tracing::warn!("Failed to initialize SDL2_mixer: {}. Audio will be disabled.", e);
return Self {
_mixer_context: None,
sounds: Vec::new(),
next_sound_index: 0,
muted: false,
disabled: true,
};
}
};
let sounds: Vec<Chunk> = SOUND_ASSETS
.iter()
.enumerate()
.map(|(i, asset)| {
let data = get_asset_bytes(*asset).expect("Failed to load sound asset");
let rwops = RWops::from_bytes(&data).unwrap_or_else(|_| panic!("Failed to create RWops for sound {}", i + 1));
rwops
.load_wav()
.unwrap_or_else(|_| panic!("Failed to load sound {} from asset API", i + 1))
})
.collect();
// Try to load sounds, but don't panic if any fail
let mut sounds = Vec::new();
for (i, asset) in SOUND_ASSETS.iter().enumerate() {
match get_asset_bytes(*asset) {
Ok(data) => match RWops::from_bytes(&data) {
Ok(rwops) => match rwops.load_wav() {
Ok(chunk) => sounds.push(chunk),
Err(e) => {
tracing::warn!("Failed to load sound {} from asset API: {}", i + 1, e);
}
},
Err(e) => {
tracing::warn!("Failed to create RWops for sound {}: {}", i + 1, e);
}
},
Err(e) => {
tracing::warn!("Failed to load sound asset {}: {}", i + 1, e);
}
}
}
// If no sounds loaded successfully, disable audio
if sounds.is_empty() {
tracing::warn!("No sounds loaded successfully. Audio will be disabled.");
return Self {
_mixer_context: Some(mixer_context),
sounds: Vec::new(),
next_sound_index: 0,
muted: false,
disabled: true,
};
}
Audio {
_mixer_context: mixer_context,
_mixer_context: Some(mixer_context),
sounds,
next_sound_index: 0,
muted: false,
disabled: false,
}
}
/// Plays the "eat" sound effect.
///
/// If audio is disabled or muted, this function does nothing.
#[allow(dead_code)]
pub fn eat(&mut self) {
if self.disabled || self.muted || self.sounds.is_empty() {
return;
}
if let Some(chunk) = self.sounds.get(self.next_sound_index) {
match mixer::Channel(0).play(chunk, 0) {
Ok(channel) => {
@@ -80,12 +137,17 @@ impl Audio {
}
/// Instantly mute or unmute all channels.
///
/// If audio is disabled, this function does nothing.
pub fn set_mute(&mut self, mute: bool) {
let channels = 4;
let volume = if mute { 0 } else { 32 };
for i in 0..channels {
mixer::Channel(i).set_volume(volume);
if !self.disabled {
let channels = 4;
let volume = if mute { 0 } else { 32 };
for i in 0..channels {
mixer::Channel(i).set_volume(volume);
}
}
self.muted = mute;
}
@@ -93,4 +155,10 @@ impl Audio {
pub fn is_muted(&self) -> bool {
self.muted
}
/// Returns `true` if the audio system is disabled.
#[allow(dead_code)]
pub fn is_disabled(&self) -> bool {
self.disabled
}
}

View File

@@ -37,8 +37,6 @@ pub enum MapTile {
Pellet,
/// A power pellet.
PowerPellet,
/// A starting position for an entity.
StartingPosition(u8),
/// A tunnel tile.
Tunnel,
}
@@ -68,7 +66,7 @@ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
"#............##............#",
"#.####.#####.##.#####.####.#",
"#.####.#####.##.#####.####.#",
"#o..##.......0 .......##..o#",
"#o..##.......X .......##..o#",
"###.##.##.########.##.##.###",
"###.##.##.########.##.##.###",
"#......##....##....##......#",

View File

@@ -5,6 +5,16 @@ use super::direction::Direction;
/// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize;
/// Defines who can traverse a given edge.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum EdgePermissions {
/// Anyone can use this edge.
#[default]
All,
/// Only ghosts can use this edge.
GhostsOnly,
}
/// Represents a directed edge from one node to another with a given weight (e.g., distance).
#[derive(Debug, Clone, Copy)]
pub struct Edge {
@@ -14,6 +24,8 @@ pub struct Edge {
pub distance: f32,
/// The cardinal direction of this edge.
pub direction: Direction,
/// Defines who is allowed to traverse this edge.
pub permissions: EdgePermissions,
}
/// Represents a node in the graph, defined by its position.
@@ -121,8 +133,8 @@ impl Graph {
return Err("To node does not exist.");
}
let edge_a = self.add_edge(from, to, replace, distance, direction);
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite());
let edge_a = self.add_edge(from, to, replace, distance, direction, EdgePermissions::default());
let edge_b = self.add_edge(to, from, replace, distance, direction.opposite(), EdgePermissions::default());
if edge_a.is_err() && edge_b.is_err() {
return Err("Failed to connect nodes in both directions.");
@@ -150,6 +162,7 @@ impl Graph {
replace: bool,
distance: Option<f32>,
direction: Direction,
permissions: EdgePermissions,
) -> Result<(), &'static str> {
let edge = Edge {
target: to,
@@ -168,6 +181,7 @@ impl Graph {
}
},
direction,
permissions,
};
if from >= self.adjacency_list.len() {
@@ -295,7 +309,10 @@ impl Traverser {
/// Creates a new traverser starting at the given node ID.
///
/// The traverser will immediately attempt to start moving in the initial direction.
pub fn new(graph: &Graph, start_node: NodeId, initial_direction: Direction) -> Self {
pub fn new<F>(graph: &Graph, start_node: NodeId, initial_direction: Direction, can_traverse: &F) -> Self
where
F: Fn(Edge) -> bool,
{
let mut traverser = Traverser {
position: Position::AtNode(start_node),
direction: initial_direction,
@@ -303,7 +320,7 @@ impl Traverser {
};
// This will kickstart the traverser into motion
traverser.advance(graph, 0.0);
traverser.advance(graph, 0.0, can_traverse);
traverser
}
@@ -329,7 +346,10 @@ impl Traverser {
/// - If it reaches a node, it attempts to transition to a new edge based on
/// the buffered direction or by continuing straight.
/// - If no valid move is possible, it stops at the node.
pub fn advance(&mut self, graph: &Graph, distance: f32) {
pub fn advance<F>(&mut self, graph: &Graph, distance: f32, can_traverse: &F)
where
F: Fn(Edge) -> bool,
{
// Decrement the remaining frames for the next direction
if let Some((direction, remaining)) = self.next_direction {
if remaining > 0 {
@@ -344,13 +364,15 @@ impl Traverser {
// We're not moving, but a buffered direction is available.
if let Some((next_direction, _)) = self.next_direction {
if let Some(edge) = graph.find_edge_in_direction(node_id, next_direction) {
// Start moving in that direction
self.position = Position::BetweenNodes {
from: node_id,
to: edge.target,
traversed: distance.max(0.0),
};
self.direction = next_direction;
if can_traverse(edge) {
// Start moving in that direction
self.position = Position::BetweenNodes {
from: node_id,
to: edge.target,
traversed: distance.max(0.0),
};
self.direction = next_direction;
}
}
self.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
@@ -382,26 +404,33 @@ impl Traverser {
// If we buffered a direction, try to find an edge in that direction
if let Some((next_dir, _)) = self.next_direction {
if let Some(edge) = graph.find_edge_in_direction(to, next_dir) {
self.position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
if can_traverse(edge) {
self.position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
self.direction = next_dir; // Remember our new direction
self.next_direction = None; // Consume the buffered direction
moved = true;
self.direction = next_dir; // Remember our new direction
self.next_direction = None; // Consume the buffered direction
moved = true;
}
}
}
// If we didn't move, try to continue in the current direction
if !moved {
if let Some(edge) = graph.find_edge_in_direction(to, self.direction) {
self.position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
if can_traverse(edge) {
self.position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
} else {
self.position = Position::AtNode(to);
self.next_direction = None;
}
} else {
self.position = Position::AtNode(to);
self.next_direction = None;

View File

@@ -2,7 +2,7 @@ use glam::{UVec2, Vec2};
use crate::constants::BOARD_PIXEL_OFFSET;
use crate::entity::direction::Direction;
use crate::entity::graph::{Graph, NodeId, Position, Traverser};
use crate::entity::graph::{Edge, EdgePermissions, Graph, NodeId, Position, Traverser};
use crate::helpers::centered_with_size;
use crate::texture::animated::AnimatedTexture;
use crate::texture::directional::DirectionalAnimatedTexture;
@@ -11,6 +11,10 @@ use sdl2::keyboard::Keycode;
use sdl2::render::{Canvas, RenderTarget};
use std::collections::HashMap;
fn can_pacman_traverse(edge: Edge) -> bool {
matches!(edge.permissions, EdgePermissions::All)
}
pub struct Pacman {
pub traverser: Traverser,
texture: DirectionalAnimatedTexture,
@@ -36,18 +40,24 @@ impl Pacman {
let stopped_tiles = vec![SpriteAtlas::get_tile(atlas, &format!("{moving_prefix}_b.png")).unwrap()];
textures.insert(direction, AnimatedTexture::new(moving_tiles, 0.08));
stopped_textures.insert(direction, AnimatedTexture::new(stopped_tiles, 0.1));
textures.insert(
direction,
AnimatedTexture::new(moving_tiles, 0.08).expect("Invalid frame duration"),
);
stopped_textures.insert(
direction,
AnimatedTexture::new(stopped_tiles, 0.1).expect("Invalid frame duration"),
);
}
Self {
traverser: Traverser::new(graph, start_node, Direction::Left),
traverser: Traverser::new(graph, start_node, Direction::Left, &can_pacman_traverse),
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
}
}
pub fn tick(&mut self, dt: f32, graph: &Graph) {
self.traverser.advance(graph, dt * 60.0 * 1.125);
self.traverser.advance(graph, dt * 60.0 * 1.125, &can_pacman_traverse);
self.texture.tick(dt);
}

View File

@@ -9,43 +9,3 @@ pub fn centered_with_size(pixel_pos: IVec2, size: UVec2) -> Rect {
size.y,
)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_centered_with_size_basic() {
let rect = centered_with_size(IVec2::new(100, 100), UVec2::new(50, 30));
assert_eq!(rect.origin(), (75, 85));
assert_eq!(rect.size(), (50, 30));
}
#[test]
fn test_centered_with_size_odd_dimensions() {
let rect = centered_with_size(IVec2::new(50, 50), UVec2::new(51, 31));
assert_eq!(rect.origin(), (25, 35));
assert_eq!(rect.size(), (51, 31));
}
#[test]
fn test_centered_with_size_zero_position() {
let rect = centered_with_size(IVec2::new(0, 0), UVec2::new(100, 100));
assert_eq!(rect.origin(), (-50, -50));
assert_eq!(rect.size(), (100, 100));
}
#[test]
fn test_centered_with_size_negative_position() {
let rect = centered_with_size(IVec2::new(-100, -50), UVec2::new(80, 40));
assert_eq!(rect.origin(), (-140, -70));
assert_eq!(rect.size(), (80, 40));
}
#[test]
fn test_centered_with_size_large_dimensions() {
let rect = centered_with_size(IVec2::new(1000, 1000), UVec2::new(1000, 1000));
assert_eq!(rect.origin(), (500, 500));
assert_eq!(rect.size(), (1000, 1000));
}
}

View File

@@ -2,7 +2,7 @@
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
use crate::entity::direction::{Direction, DIRECTIONS};
use crate::entity::graph::{Graph, Node, NodeId};
use crate::entity::graph::{EdgePermissions, Graph, Node, NodeId};
use crate::map::parser::MapTileParser;
use crate::map::render::MapRenderer;
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
@@ -11,18 +11,30 @@ use sdl2::render::{Canvas, RenderTarget};
use std::collections::{HashMap, VecDeque};
use tracing::debug;
/// The game map, responsible for holding the tile-based layout and the navigation graph.
///
/// The map is represented as a 2D array of `MapTile`s. It also stores a navigation
/// `Graph` that entities like Pac-Man and ghosts use for movement. The graph is
/// generated from the walkable tiles of the map.
/// The starting positions of the entities in the game.
#[allow(dead_code)]
pub struct NodePositions {
pub pacman: NodeId,
pub blinky: NodeId,
pub pinky: NodeId,
pub inky: NodeId,
pub clyde: NodeId,
}
/// The main map structure containing the game board and navigation graph.
pub struct Map {
/// The current state of the map.
#[allow(dead_code)]
current: [[MapTile; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize],
/// The node map for entity movement.
pub graph: Graph,
/// A mapping from grid positions to node IDs.
pub grid_to_node: HashMap<IVec2, NodeId>,
/// A mapping of the starting positions of the entities.
#[allow(dead_code)]
pub start_positions: NodePositions,
/// Pac-Man's starting position.
pacman_start: Option<IVec2>,
}
impl Map {
@@ -41,6 +53,7 @@ impl Map {
let map = parsed_map.tiles;
let house_door = parsed_map.house_door;
let tunnel_ends = parsed_map.tunnel_ends;
let pacman_start = parsed_map.pacman_start;
let mut graph = Graph::new();
let mut grid_to_node = HashMap::new();
@@ -48,25 +61,7 @@ impl Map {
let cell_offset = Vec2::splat(CELL_SIZE as f32 / 2.0);
// Find a starting point for the graph generation, preferably Pac-Man's position.
let start_pos = (0..BOARD_CELL_SIZE.y)
.flat_map(|y| (0..BOARD_CELL_SIZE.x).map(move |x| IVec2::new(x as i32, y as i32)))
.find(|&p| matches!(map[p.x as usize][p.y as usize], MapTile::StartingPosition(0)))
.unwrap_or_else(|| {
// Fallback to any valid walkable tile if Pac-Man's start is not found
(0..BOARD_CELL_SIZE.y)
.flat_map(|y| (0..BOARD_CELL_SIZE.x).map(move |x| IVec2::new(x as i32, y as i32)))
.find(|&p| {
matches!(
map[p.x as usize][p.y as usize],
MapTile::Pellet
| MapTile::PowerPellet
| MapTile::Empty
| MapTile::Tunnel
| MapTile::StartingPosition(_)
)
})
.expect("No valid starting position found on map for graph generation")
});
let start_pos = pacman_start.expect("Pac-Man's starting position not found");
// Add the starting position to the graph/queue
let mut queue = VecDeque::new();
@@ -100,7 +95,7 @@ impl Map {
// Skip if the new position is not a walkable tile
if matches!(
map[new_position.x as usize][new_position.y as usize],
MapTile::Pellet | MapTile::PowerPellet | MapTile::Empty | MapTile::Tunnel | MapTile::StartingPosition(_)
MapTile::Pellet | MapTile::PowerPellet | MapTile::Empty | MapTile::Tunnel
) {
// Add the new position to the graph/queue
let pos = Vec2::new(
@@ -141,15 +136,26 @@ impl Map {
}
// Build house structure
Self::build_house(&mut graph, &grid_to_node, &house_door);
let (house_entrance_node_id, left_center_node_id, center_center_node_id, right_center_node_id) =
Self::build_house(&mut graph, &grid_to_node, &house_door);
let start_positions = NodePositions {
pacman: grid_to_node[&start_pos],
blinky: house_entrance_node_id,
pinky: left_center_node_id,
inky: right_center_node_id,
clyde: center_center_node_id,
};
// Build tunnel connections
Self::build_tunnels(&mut graph, &grid_to_node, &tunnel_ends);
Map {
current: map,
grid_to_node,
graph,
grid_to_node,
start_positions,
pacman_start,
}
}
@@ -163,14 +169,9 @@ impl Map {
///
/// The starting position as a grid coordinate (`UVec2`), or `None` if not found.
pub fn find_starting_position(&self, entity_id: u8) -> Option<UVec2> {
for (x, col) in self.current.iter().enumerate().take(BOARD_CELL_SIZE.x as usize) {
for (y, &cell) in col.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
if let MapTile::StartingPosition(id) = cell {
if id == entity_id {
return Some(UVec2::new(x as u32, y as u32));
}
}
}
// For now, only Pac-Man (entity_id 0) is supported
if entity_id == 0 {
return self.pacman_start.map(|pos| UVec2::new(pos.x as u32, pos.y as u32));
}
None
}
@@ -193,7 +194,11 @@ impl Map {
}
/// Builds the house structure in the graph.
fn build_house(graph: &mut Graph, grid_to_node: &HashMap<IVec2, NodeId>, house_door: &[Option<IVec2>; 2]) {
fn build_house(
graph: &mut Graph,
grid_to_node: &HashMap<IVec2, NodeId>,
house_door: &[Option<IVec2>; 2],
) -> (usize, usize, usize, usize) {
// Calculate the position of the house entrance node
let (house_entrance_node_id, house_entrance_node_position) = {
// Translate the grid positions to the actual node ids
@@ -254,10 +259,29 @@ impl Map {
// Create the center line
let (center_center_node_id, center_top_node_id) = create_house_line(graph, center_line_center_position);
// Connect the house entrance to the top line
// Create a ghost-only, two-way connection for the house door.
// This prevents Pac-Man from entering or exiting through the door.
graph
.connect(house_entrance_node_id, center_top_node_id, false, None, Direction::Down)
.expect("Failed to connect house entrance to top line");
.add_edge(
house_entrance_node_id,
center_top_node_id,
false,
None,
Direction::Down,
EdgePermissions::GhostsOnly,
)
.expect("Failed to create ghost-only entrance to house");
graph
.add_edge(
center_top_node_id,
house_entrance_node_id,
false,
None,
Direction::Up,
EdgePermissions::GhostsOnly,
)
.expect("Failed to create ghost-only exit from house");
// Create the left line
let (left_center_node_id, _) = create_house_line(
@@ -283,6 +307,13 @@ impl Map {
.expect("Failed to connect house entrance to right top line");
debug!("House entrance node id: {house_entrance_node_id}");
(
house_entrance_node_id,
left_center_node_id,
center_center_node_id,
right_center_node_id,
)
}
/// Builds the tunnel connections in the graph.

View File

@@ -22,6 +22,8 @@ pub struct ParsedMap {
pub house_door: [Option<IVec2>; 2],
/// The positions of the tunnel end tiles.
pub tunnel_ends: [Option<IVec2>; 2],
/// Pac-Man's starting position.
pub pacman_start: Option<IVec2>,
}
/// Parser for converting raw board layouts into structured map data.
@@ -44,8 +46,8 @@ impl MapTileParser {
'o' => Ok(MapTile::PowerPellet),
' ' => Ok(MapTile::Empty),
'T' => Ok(MapTile::Tunnel),
c @ '0'..='4' => Ok(MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)),
'=' => Ok(MapTile::Wall), // House door is represented as a wall tile
'X' => Ok(MapTile::Empty), // Pac-Man's starting position, treated as empty
'=' => Ok(MapTile::Wall), // House door is represented as a wall tile
_ => Err(ParseError::UnknownCharacter(c)),
}
}
@@ -68,6 +70,7 @@ impl MapTileParser {
let mut tiles = [[MapTile::Empty; BOARD_CELL_SIZE.y as usize]; BOARD_CELL_SIZE.x as usize];
let mut house_door = [None; 2];
let mut tunnel_ends = [None; 2];
let mut pacman_start: Option<IVec2> = None;
for (y, line) in raw_board.iter().enumerate().take(BOARD_CELL_SIZE.y as usize) {
for (x, character) in line.chars().enumerate().take(BOARD_CELL_SIZE.x as usize) {
@@ -92,6 +95,11 @@ impl MapTileParser {
_ => {}
}
// Track Pac-Man's starting position
if character == 'X' {
pacman_start = Some(IVec2::new(x as i32, y as i32));
}
tiles[x][y] = tile;
}
}
@@ -106,63 +114,7 @@ impl MapTileParser {
tiles,
house_door,
tunnel_ends,
pacman_start,
})
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::constants::RAW_BOARD;
#[test]
fn test_parse_character() {
assert!(matches!(MapTileParser::parse_character('#').unwrap(), MapTile::Wall));
assert!(matches!(MapTileParser::parse_character('.').unwrap(), MapTile::Pellet));
assert!(matches!(MapTileParser::parse_character('o').unwrap(), MapTile::PowerPellet));
assert!(matches!(MapTileParser::parse_character(' ').unwrap(), MapTile::Empty));
assert!(matches!(MapTileParser::parse_character('T').unwrap(), MapTile::Tunnel));
assert!(matches!(
MapTileParser::parse_character('0').unwrap(),
MapTile::StartingPosition(0)
));
assert!(matches!(
MapTileParser::parse_character('4').unwrap(),
MapTile::StartingPosition(4)
));
assert!(matches!(MapTileParser::parse_character('=').unwrap(), MapTile::Wall));
// Test invalid character
assert!(MapTileParser::parse_character('X').is_err());
}
#[test]
fn test_parse_board() {
let result = MapTileParser::parse_board(RAW_BOARD);
assert!(result.is_ok());
let parsed = result.unwrap();
// Verify we have tiles
assert_eq!(parsed.tiles.len(), BOARD_CELL_SIZE.x as usize);
assert_eq!(parsed.tiles[0].len(), BOARD_CELL_SIZE.y as usize);
// Verify we found house door positions
assert!(parsed.house_door[0].is_some());
assert!(parsed.house_door[1].is_some());
// Verify we found tunnel ends
assert!(parsed.tunnel_ends[0].is_some());
assert!(parsed.tunnel_ends[1].is_some());
}
#[test]
fn test_parse_board_invalid_character() {
let mut invalid_board = RAW_BOARD.clone();
invalid_board[0] = "###########################X";
let result = MapTileParser::parse_board(invalid_board);
assert!(result.is_err());
assert!(matches!(result.unwrap_err(), ParseError::UnknownCharacter('X')));
}
}

View File

@@ -1,6 +1,5 @@
//! Map rendering functionality.
use crate::constants::{BOARD_PIXEL_OFFSET, BOARD_PIXEL_SIZE};
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
@@ -16,10 +15,10 @@ impl MapRenderer {
/// position and scale.
pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_texture: &mut AtlasTile) {
let dest = Rect::new(
BOARD_PIXEL_OFFSET.x as i32,
BOARD_PIXEL_OFFSET.y as i32,
BOARD_PIXEL_SIZE.x,
BOARD_PIXEL_SIZE.y,
crate::constants::BOARD_PIXEL_OFFSET.x as i32,
crate::constants::BOARD_PIXEL_OFFSET.y as i32,
crate::constants::BOARD_PIXEL_SIZE.x,
crate::constants::BOARD_PIXEL_SIZE.y,
);
let _ = map_texture.render(canvas, atlas, dest);
}
@@ -32,13 +31,13 @@ impl MapRenderer {
pub fn debug_render_nodes<T: RenderTarget>(graph: &crate::entity::graph::Graph, canvas: &mut Canvas<T>) {
for i in 0..graph.node_count() {
let node = graph.get_node(i).unwrap();
let pos = node.position + BOARD_PIXEL_OFFSET.as_vec2();
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
// Draw connections
canvas.set_draw_color(Color::BLUE);
for edge in graph.adjacency_list[i].edges() {
let end_pos = graph.get_node(edge.target).unwrap().position + BOARD_PIXEL_OFFSET.as_vec2();
let end_pos = graph.get_node(edge.target).unwrap().position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas
.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
.unwrap();

View File

@@ -1,10 +1,17 @@
use anyhow::Result;
use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget};
use thiserror::Error;
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
#[derive(Clone)]
#[derive(Error, Debug)]
pub enum AnimatedTextureError {
#[error("Frame duration must be positive, got {0}")]
InvalidFrameDuration(f32),
}
#[derive(Debug, Clone)]
pub struct AnimatedTexture {
tiles: Vec<AtlasTile>,
frame_duration: f32,
@@ -13,13 +20,17 @@ pub struct AnimatedTexture {
}
impl AnimatedTexture {
pub fn new(tiles: Vec<AtlasTile>, frame_duration: f32) -> Self {
Self {
pub fn new(tiles: Vec<AtlasTile>, frame_duration: f32) -> Result<Self, AnimatedTextureError> {
if frame_duration <= 0.0 {
return Err(AnimatedTextureError::InvalidFrameDuration(frame_duration));
}
Ok(Self {
tiles,
frame_duration,
current_frame: 0,
time_bank: 0.0,
}
})
}
pub fn tick(&mut self, dt: f32) {
@@ -38,4 +49,28 @@ impl AnimatedTexture {
let mut tile = *self.current_tile();
tile.render(canvas, atlas, dest)
}
/// Returns the current frame index.
#[allow(dead_code)]
pub fn current_frame(&self) -> usize {
self.current_frame
}
/// Returns the time bank.
#[allow(dead_code)]
pub fn time_bank(&self) -> f32 {
self.time_bank
}
/// Returns the frame duration.
#[allow(dead_code)]
pub fn frame_duration(&self) -> f32 {
self.frame_duration
}
/// Returns the number of tiles in the animation.
#[allow(dead_code)]
pub fn tiles_len(&self) -> usize {
self.tiles.len()
}
}

View File

@@ -34,4 +34,13 @@ impl BlinkingTexture {
pub fn tile(&self) -> &AtlasTile {
&self.tile
}
// Helper methods for testing
pub fn time_bank(&self) -> f32 {
self.time_bank
}
pub fn blink_duration(&self) -> f32 {
self.blink_duration
}
}

View File

@@ -54,4 +54,28 @@ impl DirectionalAnimatedTexture {
Ok(())
}
}
/// Returns true if the texture has a direction.
#[allow(dead_code)]
pub fn has_direction(&self, direction: Direction) -> bool {
self.textures.contains_key(&direction)
}
/// Returns true if the texture has a stopped direction.
#[allow(dead_code)]
pub fn has_stopped_direction(&self, direction: Direction) -> bool {
self.stopped_textures.contains_key(&direction)
}
/// Returns the number of textures.
#[allow(dead_code)]
pub fn texture_count(&self) -> usize {
self.textures.len()
}
/// Returns the number of stopped textures.
#[allow(dead_code)]
pub fn stopped_texture_count(&self) -> usize {
self.stopped_textures.len()
}
}

View File

@@ -49,6 +49,19 @@ impl AtlasTile {
canvas.copy(&atlas.texture, src, dest).map_err(anyhow::Error::msg)?;
Ok(())
}
/// Creates a new atlas tile.
#[allow(dead_code)]
pub fn new(pos: U16Vec2, size: U16Vec2, color: Option<Color>) -> Self {
Self { pos, size, color }
}
/// Sets the color of the tile.
#[allow(dead_code)]
pub fn with_color(mut self, color: Color) -> Self {
self.color = Some(color);
self
}
}
pub struct SpriteAtlas {
@@ -85,6 +98,24 @@ impl SpriteAtlas {
pub fn texture(&self) -> &Texture<'static> {
&self.texture
}
/// Returns the number of tiles in the atlas.
#[allow(dead_code)]
pub fn tiles_count(&self) -> usize {
self.tiles.len()
}
/// Returns true if the atlas has a tile with the given name.
#[allow(dead_code)]
pub fn has_tile(&self, name: &str) -> bool {
self.tiles.contains_key(name)
}
/// Returns the default color of the atlas.
#[allow(dead_code)]
pub fn default_color(&self) -> Option<Color> {
self.default_color
}
}
/// Converts a `Texture` to a `Texture<'static>` using transmute.

61
tests/animated.rs Normal file
View File

@@ -0,0 +1,61 @@
use glam::U16Vec2;
use pacman::texture::animated::{AnimatedTexture, AnimatedTextureError};
use pacman::texture::sprite::AtlasTile;
use sdl2::pixels::Color;
fn mock_atlas_tile(id: u32) -> AtlasTile {
AtlasTile {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(16, 16),
color: Some(Color::RGB(id as u8, 0, 0)),
}
}
#[test]
fn test_animated_texture_creation_errors() {
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)];
assert!(matches!(
AnimatedTexture::new(tiles.clone(), 0.0).unwrap_err(),
AnimatedTextureError::InvalidFrameDuration(0.0)
));
assert!(matches!(
AnimatedTexture::new(tiles, -0.1).unwrap_err(),
AnimatedTextureError::InvalidFrameDuration(-0.1)
));
}
#[test]
fn test_animated_texture_advancement() {
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2), mock_atlas_tile(3)];
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
assert_eq!(texture.current_frame(), 0);
texture.tick(0.25);
assert_eq!(texture.current_frame(), 2);
assert!((texture.time_bank() - 0.05).abs() < 0.001);
}
#[test]
fn test_animated_texture_wrap_around() {
let tiles = vec![mock_atlas_tile(1), mock_atlas_tile(2)];
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
texture.tick(0.1);
assert_eq!(texture.current_frame(), 1);
texture.tick(0.1);
assert_eq!(texture.current_frame(), 0);
}
#[test]
fn test_animated_texture_single_frame() {
let tiles = vec![mock_atlas_tile(1)];
let mut texture = AnimatedTexture::new(tiles, 0.1).unwrap();
texture.tick(0.1);
assert_eq!(texture.current_frame(), 0);
assert_eq!(texture.current_tile().color.unwrap().r, 1);
}

49
tests/blinking.rs Normal file
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@@ -0,0 +1,49 @@
use glam::U16Vec2;
use pacman::texture::blinking::BlinkingTexture;
use pacman::texture::sprite::AtlasTile;
use sdl2::pixels::Color;
fn mock_atlas_tile(id: u32) -> AtlasTile {
AtlasTile {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(16, 16),
color: Some(Color::RGB(id as u8, 0, 0)),
}
}
#[test]
fn test_blinking_texture() {
let tile = mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
assert_eq!(texture.is_on(), true);
texture.tick(0.5);
assert_eq!(texture.is_on(), false);
texture.tick(0.5);
assert_eq!(texture.is_on(), true);
texture.tick(0.5);
assert_eq!(texture.is_on(), false);
}
#[test]
fn test_blinking_texture_partial_duration() {
let tile = mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
texture.tick(0.625);
assert_eq!(texture.is_on(), false);
assert_eq!(texture.time_bank(), 0.125);
}
#[test]
fn test_blinking_texture_negative_time() {
let tile = mock_atlas_tile(1);
let mut texture = BlinkingTexture::new(tile, 0.5);
texture.tick(-0.1);
assert_eq!(texture.is_on(), true);
assert_eq!(texture.time_bank(), -0.1);
}

28
tests/constants.rs Normal file
View File

@@ -0,0 +1,28 @@
use pacman::constants::*;
#[test]
fn test_raw_board_structure() {
assert_eq!(RAW_BOARD.len(), BOARD_CELL_SIZE.y as usize);
for row in RAW_BOARD.iter() {
assert_eq!(row.len(), BOARD_CELL_SIZE.x as usize);
}
// Test boundaries
assert!(RAW_BOARD[0].chars().all(|c| c == '#'));
assert!(RAW_BOARD[RAW_BOARD.len() - 1].chars().all(|c| c == '#'));
// Test tunnel row
let tunnel_row = RAW_BOARD[14];
assert_eq!(tunnel_row.chars().next().unwrap(), 'T');
assert_eq!(tunnel_row.chars().last().unwrap(), 'T');
}
#[test]
fn test_raw_board_content() {
let power_pellet_count = RAW_BOARD.iter().flat_map(|row| row.chars()).filter(|&c| c == 'o').count();
assert_eq!(power_pellet_count, 4);
assert!(RAW_BOARD.iter().any(|row| row.contains('X')));
assert!(RAW_BOARD.iter().any(|row| row.contains("==")));
}

31
tests/direction.rs Normal file
View File

@@ -0,0 +1,31 @@
use glam::IVec2;
use pacman::entity::direction::*;
#[test]
fn test_direction_opposite() {
let test_cases = [
(Direction::Up, Direction::Down),
(Direction::Down, Direction::Up),
(Direction::Left, Direction::Right),
(Direction::Right, Direction::Left),
];
for (dir, expected) in test_cases {
assert_eq!(dir.opposite(), expected);
}
}
#[test]
fn test_direction_as_ivec2() {
let test_cases = [
(Direction::Up, -IVec2::Y),
(Direction::Down, IVec2::Y),
(Direction::Left, -IVec2::X),
(Direction::Right, IVec2::X),
];
for (dir, expected) in test_cases {
assert_eq!(dir.as_ivec2(), expected);
assert_eq!(IVec2::from(dir), expected);
}
}

55
tests/directional.rs Normal file
View File

@@ -0,0 +1,55 @@
use glam::U16Vec2;
use pacman::entity::direction::Direction;
use pacman::texture::animated::AnimatedTexture;
use pacman::texture::directional::DirectionalAnimatedTexture;
use pacman::texture::sprite::AtlasTile;
use sdl2::pixels::Color;
use std::collections::HashMap;
fn mock_atlas_tile(id: u32) -> AtlasTile {
AtlasTile {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(16, 16),
color: Some(Color::RGB(id as u8, 0, 0)),
}
}
fn mock_animated_texture(id: u32) -> AnimatedTexture {
AnimatedTexture::new(vec![mock_atlas_tile(id)], 0.1).expect("Invalid frame duration")
}
#[test]
fn test_directional_texture_partial_directions() {
let mut textures = HashMap::new();
textures.insert(Direction::Up, mock_animated_texture(1));
let texture = DirectionalAnimatedTexture::new(textures, HashMap::new());
assert_eq!(texture.texture_count(), 1);
assert!(texture.has_direction(Direction::Up));
assert!(!texture.has_direction(Direction::Down));
assert!(!texture.has_direction(Direction::Left));
assert!(!texture.has_direction(Direction::Right));
}
#[test]
fn test_directional_texture_all_directions() {
let mut textures = HashMap::new();
let directions = [
(Direction::Up, 1),
(Direction::Down, 2),
(Direction::Left, 3),
(Direction::Right, 4),
];
for (direction, id) in directions {
textures.insert(direction, mock_animated_texture(id));
}
let texture = DirectionalAnimatedTexture::new(textures, HashMap::new());
assert_eq!(texture.texture_count(), 4);
for direction in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
assert!(texture.has_direction(*direction));
}
}

21
tests/game.rs Normal file
View File

@@ -0,0 +1,21 @@
use pacman::constants::RAW_BOARD;
use pacman::map::Map;
#[test]
fn test_game_map_creation() {
let map = Map::new(RAW_BOARD);
assert!(map.graph.node_count() > 0);
assert!(!map.grid_to_node.is_empty());
// Should find Pac-Man's starting position
let pacman_pos = map.find_starting_position(0);
assert!(pacman_pos.is_some());
}
#[test]
fn test_game_score_initialization() {
// This would require creating a full Game instance, but we can test the concept
let map = Map::new(RAW_BOARD);
assert!(map.find_starting_position(0).is_some());
}

149
tests/graph.rs Normal file
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@@ -0,0 +1,149 @@
use pacman::entity::direction::Direction;
use pacman::entity::graph::{EdgePermissions, Graph, Node, Position, Traverser};
fn create_test_graph() -> Graph {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
let node3 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 16.0),
});
graph.connect(node1, node2, false, None, Direction::Right).unwrap();
graph.connect(node1, node3, false, None, Direction::Down).unwrap();
graph
}
#[test]
fn test_graph_basic_operations() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
assert_eq!(graph.node_count(), 2);
assert!(graph.get_node(node1).is_some());
assert!(graph.get_node(node2).is_some());
assert!(graph.get_node(999).is_none());
}
#[test]
fn test_graph_connect() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
assert!(graph.connect(node1, node2, false, None, Direction::Right).is_ok());
let edge1 = graph.find_edge_in_direction(node1, Direction::Right);
let edge2 = graph.find_edge_in_direction(node2, Direction::Left);
assert!(edge1.is_some());
assert!(edge2.is_some());
assert_eq!(edge1.unwrap().target, node2);
assert_eq!(edge2.unwrap().target, node1);
}
#[test]
fn test_graph_connect_errors() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
assert!(graph.connect(node1, 999, false, None, Direction::Right).is_err());
assert!(graph.connect(999, node1, false, None, Direction::Right).is_err());
}
#[test]
fn test_graph_edge_permissions() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
graph
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly)
.unwrap();
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
assert_eq!(edge.permissions, EdgePermissions::GhostsOnly);
}
#[test]
fn test_traverser_basic() {
let graph = create_test_graph();
let mut traverser = Traverser::new(&graph, 0, Direction::Left, &|_| true);
traverser.set_next_direction(Direction::Up);
assert!(traverser.next_direction.is_some());
assert_eq!(traverser.next_direction.unwrap().0, Direction::Up);
}
#[test]
fn test_traverser_advance() {
let graph = create_test_graph();
let mut traverser = Traverser::new(&graph, 0, Direction::Right, &|_| true);
traverser.advance(&graph, 5.0, &|_| true);
match traverser.position {
Position::BetweenNodes { from, to, traversed } => {
assert_eq!(from, 0);
assert_eq!(to, 1);
assert_eq!(traversed, 5.0);
}
_ => panic!("Expected to be between nodes"),
}
traverser.advance(&graph, 3.0, &|_| true);
match traverser.position {
Position::BetweenNodes { from, to, traversed } => {
assert_eq!(from, 0);
assert_eq!(to, 1);
assert_eq!(traversed, 8.0);
}
_ => panic!("Expected to be between nodes"),
}
}
#[test]
fn test_traverser_with_permissions() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
graph
.add_edge(node1, node2, false, None, Direction::Right, EdgePermissions::GhostsOnly)
.unwrap();
// Pacman can't traverse ghost-only edges
let mut traverser = Traverser::new(&graph, node1, Direction::Right, &|edge| {
matches!(edge.permissions, EdgePermissions::All)
});
traverser.advance(&graph, 5.0, &|edge| matches!(edge.permissions, EdgePermissions::All));
// Should still be at the node since it can't traverse
assert!(traverser.position.is_at_node());
}

19
tests/helpers.rs Normal file
View File

@@ -0,0 +1,19 @@
use glam::{IVec2, UVec2};
use pacman::helpers::centered_with_size;
#[test]
fn test_centered_with_size() {
let test_cases = [
((100, 100), (50, 30), (75, 85)),
((50, 50), (51, 31), (25, 35)),
((0, 0), (100, 100), (-50, -50)),
((-100, -50), (80, 40), (-140, -70)),
((1000, 1000), (1000, 1000), (500, 500)),
];
for ((pos_x, pos_y), (size_x, size_y), (expected_x, expected_y)) in test_cases {
let rect = centered_with_size(IVec2::new(pos_x, pos_y), UVec2::new(size_x, size_y));
assert_eq!(rect.origin(), (expected_x, expected_y));
assert_eq!(rect.size(), (size_x, size_y));
}
}

86
tests/map_builder.rs Normal file
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@@ -0,0 +1,86 @@
use glam::Vec2;
use pacman::constants::{BOARD_CELL_SIZE, CELL_SIZE};
use pacman::map::Map;
fn create_minimal_test_board() -> [&'static str; BOARD_CELL_SIZE.y as usize] {
let mut board = [""; BOARD_CELL_SIZE.y as usize];
board[0] = "############################";
board[1] = "#............##............#";
board[2] = "#.####.#####.##.#####.####.#";
board[3] = "#o####.#####.##.#####.####o#";
board[4] = "#.####.#####.##.#####.####.#";
board[5] = "#..........................#";
board[6] = "#.####.##.########.##.####.#";
board[7] = "#.####.##.########.##.####.#";
board[8] = "#......##....##....##......#";
board[9] = "######.##### ## #####.######";
board[10] = " #.##### ## #####.# ";
board[11] = " #.## == ##.# ";
board[12] = " #.## ######## ##.# ";
board[13] = "######.## ######## ##.######";
board[14] = "T . ######## . T";
board[15] = "######.## ######## ##.######";
board[16] = " #.## ######## ##.# ";
board[17] = " #.## ##.# ";
board[18] = " #.## ######## ##.# ";
board[19] = "######.## ######## ##.######";
board[20] = "#............##............#";
board[21] = "#.####.#####.##.#####.####.#";
board[22] = "#.####.#####.##.#####.####.#";
board[23] = "#o..##.......X .......##..o#";
board[24] = "###.##.##.########.##.##.###";
board[25] = "###.##.##.########.##.##.###";
board[26] = "#......##....##....##......#";
board[27] = "#.##########.##.##########.#";
board[28] = "#.##########.##.##########.#";
board[29] = "#..........................#";
board[30] = "############################";
board
}
#[test]
fn test_map_creation() {
let board = create_minimal_test_board();
let map = Map::new(board);
assert!(map.graph.node_count() > 0);
assert!(!map.grid_to_node.is_empty());
// Check that some connections were made
let mut has_connections = false;
for intersection in &map.graph.adjacency_list {
if intersection.edges().next().is_some() {
has_connections = true;
break;
}
}
assert!(has_connections);
}
#[test]
fn test_map_starting_positions() {
let board = create_minimal_test_board();
let map = Map::new(board);
let pacman_pos = map.find_starting_position(0);
assert!(pacman_pos.is_some());
assert!(pacman_pos.unwrap().x < BOARD_CELL_SIZE.x);
assert!(pacman_pos.unwrap().y < BOARD_CELL_SIZE.y);
let nonexistent_pos = map.find_starting_position(99);
assert_eq!(nonexistent_pos, None);
}
#[test]
fn test_map_node_positions() {
let board = create_minimal_test_board();
let map = Map::new(board);
for (grid_pos, &node_id) in &map.grid_to_node {
let node = map.graph.get_node(node_id).unwrap();
let expected_pos = Vec2::new((grid_pos.x * CELL_SIZE as i32) as f32, (grid_pos.y * CELL_SIZE as i32) as f32)
+ Vec2::splat(CELL_SIZE as f32 / 2.0);
assert_eq!(node.position, expected_pos);
}
}

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use pacman::entity::direction::Direction;
use pacman::entity::graph::{Graph, Node};
use pacman::entity::pacman::Pacman;
use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
use sdl2::keyboard::Keycode;
use std::collections::HashMap;
fn create_test_graph() -> Graph {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
let node3 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 16.0),
});
graph.connect(node1, node2, false, None, Direction::Right).unwrap();
graph.connect(node1, node3, false, None, Direction::Down).unwrap();
graph
}
fn create_test_atlas() -> SpriteAtlas {
let mut frames = HashMap::new();
let directions = ["up", "down", "left", "right"];
for (i, dir) in directions.iter().enumerate() {
frames.insert(
format!("pacman/{dir}_a.png"),
MapperFrame {
x: i as u16 * 16,
y: 0,
width: 16,
height: 16,
},
);
frames.insert(
format!("pacman/{dir}_b.png"),
MapperFrame {
x: i as u16 * 16,
y: 16,
width: 16,
height: 16,
},
);
}
frames.insert(
"pacman/full.png".to_string(),
MapperFrame {
x: 64,
y: 0,
width: 16,
height: 16,
},
);
let mapper = AtlasMapper { frames };
let dummy_texture = unsafe { std::mem::zeroed() };
SpriteAtlas::new(dummy_texture, mapper)
}
#[test]
fn test_pacman_creation() {
let graph = create_test_graph();
let atlas = create_test_atlas();
let pacman = Pacman::new(&graph, 0, &atlas);
assert!(pacman.traverser.position.is_at_node());
assert_eq!(pacman.traverser.direction, Direction::Left);
}
#[test]
fn test_pacman_key_handling() {
let graph = create_test_graph();
let atlas = create_test_atlas();
let mut pacman = Pacman::new(&graph, 0, &atlas);
let test_cases = [
(Keycode::Up, Direction::Up),
(Keycode::Down, Direction::Down),
(Keycode::Left, Direction::Left),
(Keycode::Right, Direction::Right),
];
for (key, expected_direction) in test_cases {
pacman.handle_key(key);
assert!(pacman.traverser.next_direction.is_some() || pacman.traverser.direction == expected_direction);
}
}
#[test]
fn test_pacman_invalid_key() {
let graph = create_test_graph();
let atlas = create_test_atlas();
let mut pacman = Pacman::new(&graph, 0, &atlas);
let original_direction = pacman.traverser.direction;
let original_next_direction = pacman.traverser.next_direction;
pacman.handle_key(Keycode::Space);
assert_eq!(pacman.traverser.direction, original_direction);
assert_eq!(pacman.traverser.next_direction, original_next_direction);
}

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use pacman::constants::{BOARD_CELL_SIZE, RAW_BOARD};
use pacman::map::parser::{MapTileParser, ParseError};
#[test]
fn test_parse_character() {
let test_cases = [
('#', pacman::constants::MapTile::Wall),
('.', pacman::constants::MapTile::Pellet),
('o', pacman::constants::MapTile::PowerPellet),
(' ', pacman::constants::MapTile::Empty),
('T', pacman::constants::MapTile::Tunnel),
('X', pacman::constants::MapTile::Empty),
('=', pacman::constants::MapTile::Wall),
];
for (char, _expected) in test_cases {
assert!(matches!(MapTileParser::parse_character(char).unwrap(), _expected));
}
assert!(MapTileParser::parse_character('Z').is_err());
}
#[test]
fn test_parse_board() {
let result = MapTileParser::parse_board(RAW_BOARD);
assert!(result.is_ok());
let parsed = result.unwrap();
assert_eq!(parsed.tiles.len(), BOARD_CELL_SIZE.x as usize);
assert_eq!(parsed.tiles[0].len(), BOARD_CELL_SIZE.y as usize);
assert!(parsed.house_door[0].is_some());
assert!(parsed.house_door[1].is_some());
assert!(parsed.tunnel_ends[0].is_some());
assert!(parsed.tunnel_ends[1].is_some());
assert!(parsed.pacman_start.is_some());
}
#[test]
fn test_parse_board_invalid_character() {
let mut invalid_board = RAW_BOARD.clone();
invalid_board[0] = "###########################Z";
let result = MapTileParser::parse_board(invalid_board);
assert!(result.is_err());
assert!(matches!(result.unwrap_err(), ParseError::UnknownCharacter('Z')));
}

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use pacman::texture::sprite::{AtlasMapper, MapperFrame, SpriteAtlas};
use sdl2::pixels::Color;
use std::collections::HashMap;
fn mock_texture() -> sdl2::render::Texture<'static> {
unsafe { std::mem::transmute(0usize) }
}
#[test]
fn test_sprite_atlas_basic() {
let mut frames = HashMap::new();
frames.insert(
"test".to_string(),
MapperFrame {
x: 10,
y: 20,
width: 32,
height: 64,
},
);
let mapper = AtlasMapper { frames };
let texture = mock_texture();
let atlas = SpriteAtlas::new(texture, mapper);
let tile = atlas.get_tile("test");
assert!(tile.is_some());
let tile = tile.unwrap();
assert_eq!(tile.pos, glam::U16Vec2::new(10, 20));
assert_eq!(tile.size, glam::U16Vec2::new(32, 64));
assert_eq!(tile.color, None);
}
#[test]
fn test_sprite_atlas_multiple_tiles() {
let mut frames = HashMap::new();
frames.insert(
"tile1".to_string(),
MapperFrame {
x: 0,
y: 0,
width: 32,
height: 32,
},
);
frames.insert(
"tile2".to_string(),
MapperFrame {
x: 32,
y: 0,
width: 64,
height: 64,
},
);
let mapper = AtlasMapper { frames };
let texture = mock_texture();
let atlas = SpriteAtlas::new(texture, mapper);
assert_eq!(atlas.tiles_count(), 2);
assert!(atlas.has_tile("tile1"));
assert!(atlas.has_tile("tile2"));
assert!(!atlas.has_tile("tile3"));
assert!(atlas.get_tile("nonexistent").is_none());
}
#[test]
fn test_sprite_atlas_color() {
let mapper = AtlasMapper { frames: HashMap::new() };
let texture = mock_texture();
let mut atlas = SpriteAtlas::new(texture, mapper);
assert_eq!(atlas.default_color(), None);
let color = Color::RGB(255, 0, 0);
atlas.set_color(color);
assert_eq!(atlas.default_color(), Some(color));
}

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import { $ } from "bun";
import { existsSync, promises as fs } from "fs";
import { platform } from "os";
import { dirname, join, relative, resolve } from "path";
import { match, P } from "ts-pattern";
type Os =
| { type: "linux"; wsl: boolean }
| { type: "windows" }
| { type: "macos" };
const os: Os = match(platform())
.with("win32", () => ({ type: "windows" as const }))
.with("linux", () => ({
type: "linux" as const,
// We detect WSL by checking for the presence of the WSLInterop file.
// This is a semi-standard method of detecting WSL, which is more than workable for this already hacky script.
wsl: existsSync("/proc/sys/fs/binfmt_misc/WSLInterop"),
}))
.with("darwin", () => ({ type: "macos" as const }))
.otherwise(() => {
throw new Error(`Unsupported platform: ${platform()}`);
});
function log(msg: string) {
console.log(`[web.build] ${msg}`);
}
/**
* Build the application with Emscripten, generate the CSS, and copy the files into 'dist'.
*
* @param release - Whether to build in release mode.
* @param env - The environment variables to inject into build commands.
*/
async function build(release: boolean, env: Record<string, string> | null) {
log(
`Building for 'wasm32-unknown-emscripten' for ${
release ? "release" : "debug"
}`
);
await $`cargo build --target=wasm32-unknown-emscripten ${
release ? "--release" : ""
}`.env(env ?? undefined);
// Download the Tailwind CSS CLI for rendering the CSS
const tailwindExecutable = match(
await downloadTailwind(process.cwd(), {
version: "latest",
force: true,
})
)
.with({ path: P.select() }, (path) => path)
.with({ err: P.select() }, (err) => {
throw new Error(err);
})
.exhaustive();
log(`Invoking ${tailwindExecutable}...`);
await $`${tailwindExecutable} --minify --input styles.css --output build.css --cwd assets/site`;
const buildType = release ? "release" : "debug";
const siteFolder = resolve("assets/site");
const outputFolder = resolve(`target/wasm32-unknown-emscripten/${buildType}`);
const dist = resolve("dist");
// The files to copy into 'dist'
const files = [
...["index.html", "favicon.ico", "build.css", "TerminalVector.ttf"].map(
(file) => ({
src: join(siteFolder, file),
dest: join(dist, file),
optional: false,
})
),
...["pacman.wasm", "pacman.js", "deps/pacman.data"].map((file) => ({
src: join(outputFolder, file),
dest: join(dist, file.split("/").pop() || file),
optional: false,
})),
{
src: join(outputFolder, "pacman.wasm.map"),
dest: join(dist, "pacman.wasm.map"),
optional: true,
},
];
// Create required destination folders
await Promise.all(
// Get the dirname of files, remove duplicates
[...new Set(files.map(({ dest }) => dirname(dest)))]
// Create the folders
.map(async (dir) => {
// If the folder doesn't exist, create it
if (!(await fs.exists(dir))) {
log(`Creating folder ${dir}`);
await fs.mkdir(dir, { recursive: true });
}
})
);
// Copy the files to the dist folder
log("Copying files into dist");
await Promise.all(
files.map(async ({ optional, src, dest }) => {
match({ optional, exists: await fs.exists(src) })
// If optional and doesn't exist, skip
.with({ optional: true, exists: false }, () => {
log(
`Optional file ${os.type === "windows" ? "\\" : "/"}${relative(
process.cwd(),
src
)} does not exist, skipping...`
);
})
// If not optional and doesn't exist, throw an error
.with({ optional: false, exists: false }, () => {
throw new Error(`Required file ${src} does not exist`);
})
// Otherwise, copy the file
.otherwise(async () => await fs.copyFile(src, dest));
})
);
}
/**
* Download the Tailwind CSS CLI to the specified directory.
* @param dir - The directory to download the Tailwind CSS CLI to.
* @returns The path to the downloaded Tailwind CSS CLI, or an error message if the download fails.
*/
async function downloadTailwind(
dir: string,
options?: Partial<{
version: string; // The version of Tailwind CSS to download. If not specified, the latest version will be downloaded.
force: boolean; // Whether to force the download even if the file already exists.
}>
): Promise<{ path: string } | { err: string }> {
const asset = match(os)
.with({ type: "linux" }, () => "tailwindcss-linux-x64")
.with({ type: "macos" }, () => "tailwindcss-macos-arm64")
.with({ type: "windows" }, () => "tailwindcss-windows-x64.exe")
.exhaustive();
const version = options?.version ?? "latest";
const force = options?.force ?? false;
const url =
version === "latest" || version == null
? `https://github.com/tailwindlabs/tailwindcss/releases/latest/download/${asset}`
: `https://github.com/tailwindlabs/tailwindcss/releases/download/${version}/${asset}`;
const path = join(dir, asset);
if (await fs.exists(path)) {
const displayPath = match(relative(process.cwd(), path))
// If the path is not a subpath of cwd, display the absolute path
.with(P.string.startsWith(".."), (_relative) => path)
// Otherwise, display the relative path
.otherwise((relative) => relative);
if (!force) {
log(`Tailwind CSS CLI already exists at ${displayPath}`);
return { path };
} else {
log(`Overwriting Tailwind CSS CLI at ${displayPath}`);
}
} else {
log(`Downloading Tailwind CSS CLI to ${path}`);
}
try {
// If the GITHUB_TOKEN environment variable is set, use it for Bearer authentication
const headers: Record<string, string> = {};
if (process.env.GITHUB_TOKEN) {
headers.Authorization = `Bearer ${process.env.GITHUB_TOKEN}`;
}
log(`Fetching ${url}...`);
const response = await fetch(url, { headers });
if (!response.ok) {
return {
err: `Failed to download Tailwind CSS: ${response.status} ${response.statusText} for '${url}'`,
};
} else if (!response.body) {
return { err: `No response body received for '${url}'` };
}
log(`Writing to ${path}...`);
await fs.mkdir(dir, { recursive: true });
const file = Bun.file(path);
const writer = file.writer();
const reader = response.body.getReader();
try {
while (true) {
const { done, value } = await reader.read();
if (done) break;
writer.write(value);
}
} finally {
reader.releaseLock();
await writer.end();
}
// Make the file executable on Unix-like systems
if (os.type !== "windows") {
await $`chmod +x ${path}`;
}
// Ensure file is not locked; sometimes the runtime is too fast and the file is executed before the lock is released
const timeout = Date.now() + 2500; // 2.5s timeout
do {
try {
if ((await fs.stat(path)).size > 0) break;
} catch {
// File might not be ready yet
log(`File ${path} is not ready yet, waiting...`);
}
await new Promise((resolve) => setTimeout(resolve, 10));
} while (Date.now() < timeout);
// All done!
return { path };
} catch (error) {
return {
err: `Download failed: ${
error instanceof Error ? error.message : String(error)
}`,
};
}
}
/**
* Checks to see if the Emscripten SDK is activated for a Windows or *nix machine by looking for a .exe file and the equivalent file on Linux/macOS. Returns both results for handling.
* @param emsdkDir - The directory containing the Emscripten SDK.
* @returns A record of environment variables.
*/
async function checkEmsdkType(
emsdkDir: string
): Promise<{ windows: boolean; nix: boolean }> {
const binary = resolve(join(emsdkDir, "upstream", "bin", "clang"));
return {
windows: await fs.exists(binary + ".exe"),
nix: await fs.exists(binary),
};
}
/**
* Activate the Emscripten SDK environment variables.
* Technically, this doesn't actually activate the environment variables for the current shell,
* it just runs the environment sourcing script and returns the environment variables for future command invocations.
* @param emsdkDir - The directory containing the Emscripten SDK.
* @returns A record of environment variables.
*/
async function activateEmsdk(
emsdkDir: string
): Promise<{ vars: Record<string, string> | null } | { err: string }> {
// If the EMSDK environment variable is set already & the path specified exists, return nothing
if (process.env.EMSDK && (await fs.exists(resolve(process.env.EMSDK)))) {
log(
"Emscripten SDK already activated in environment, using existing configuration"
);
return { vars: null };
}
// Check if the emsdk directory exists
if (!(await fs.exists(emsdkDir))) {
return {
err: `Emscripten SDK directory not found at ${emsdkDir}. Please install or clone 'emsdk' and try again.`,
};
}
// Check if the emsdk directory is activated/installed properly for the current OS
match({
os: os,
...(await checkEmsdkType(emsdkDir)),
})
// If the Emscripten SDK is not activated/installed properly, exit with an error
.with(
{
nix: false,
windows: false,
},
() => {
return {
err: "Emscripten SDK does not appear to be activated/installed properly.",
};
}
)
// If the Emscripten SDK is activated for Windows, but is currently running on a *nix OS, exit with an error
.with(
{
nix: false,
windows: true,
os: { type: P.not("windows") },
},
() => {
return {
err: "Emscripten SDK appears to be activated for Windows, but is currently running on a *nix OS.",
};
}
)
// If the Emscripten SDK is activated for *nix, but is currently running on a Windows OS, exit with an error
.with(
{
nix: true,
windows: false,
os: { type: "windows" },
},
() => {
return {
err: "Emscripten SDK appears to be activated for *nix, but is currently running on a Windows OS.",
};
}
);
// Determine the environment script to use based on the OS
const envScript = match(os)
.with({ type: "windows" }, () => join(emsdkDir, "emsdk_env.bat"))
.with({ type: P.union("linux", "macos") }, () =>
join(emsdkDir, "emsdk_env.sh")
)
.exhaustive();
// Run the environment script and capture the output
const { stdout, stderr, exitCode } = await match(os)
.with({ type: "windows" }, () =>
// run the script, ignore it's output ('>nul'), then print the environment variables ('set')
$`cmd /c "${envScript} >nul && set"`.quiet()
)
.with({ type: P.union("linux", "macos") }, () =>
// run the script with bash, ignore it's output ('> /dev/null'), then print the environment variables ('env')
$`bash -c "source '${envScript}' && env"`.quiet()
)
.exhaustive();
if (exitCode !== 0) {
return { err: stderr.toString() };
}
// Parse the output into a record of environment variables
const vars = Object.fromEntries(
stdout
.toString()
.split(os.type === "windows" ? /\r?\n/ : "\n") // Split output into lines, handling Windows CRLF vs *nix LF
.map((line) => line.split("=", 2)) // Parse each line as KEY=VALUE (limit to 2 parts)
.filter(([k, v]) => k && v) // Keep only valid key-value pairs (both parts exist)
);
return { vars };
}
async function main() {
// Print the OS detected
log(
"OS Detected: " +
match(os)
.with({ type: "windows" }, () => "Windows")
.with({ type: "linux" }, ({ wsl: isWsl }) =>
isWsl ? "Linux (via WSL)" : "Linux"
)
.with({ type: "macos" }, () => "macOS")
.exhaustive()
);
const release = process.env.RELEASE !== "0";
const emsdkDir = resolve("./emsdk");
// Activate the Emscripten SDK (returns null if already activated)
const vars = match(await activateEmsdk(emsdkDir))
.with({ vars: P.select() }, (vars) => vars)
.with({ err: P.any }, ({ err }) => {
log("Error activating Emscripten SDK: " + err);
process.exit(1);
})
.exhaustive();
// Build the application
await build(release, vars);
}
/**
* Main entry point.
*/
main().catch((err) => {
console.error("[web.build] Error:", err);
process.exit(1);
});