Compare commits

...

40 Commits

Author SHA1 Message Date
e964adc818 feat: enhance debug visuals with cursor-based effect 2025-08-11 11:54:05 -05:00
c5213320ac fix(emscripten): string pointer casting, fixup AssetError handling 2025-08-11 11:25:52 -05:00
e0f8443e75 refactor: replace HashMap with fixed-size arrays for textures in DirectionalAnimatedTexture 2025-08-11 11:13:46 -05:00
6702b3723a refactor: move DIRECTIONS constant into direction, add as_u8() const fn for array indexing 2025-08-11 11:03:46 -05:00
f6e7228f75 refactor: platform trait, platform-specific code handling into platform module 2025-08-11 10:49:58 -05:00
14cebe4462 chore: use logtape logger properly 2025-08-11 10:34:26 -05:00
c39fcaa7d7 feat: add timestamp-based tailwind cli downloading, add logtape logging, validate content-length 2025-08-11 10:31:54 -05:00
1d9499c4f8 docs: improve story & readme, simplify top header, expand experiment ideas, more build notes 2025-08-08 13:42:26 -05:00
61050a5585 chore: use fallback installer for bun run in build workflow 2025-08-08 13:34:54 -05:00
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
41affcd7ad test: add tests for centered_with_size 2025-07-28 18:52:34 -05:00
4ecfded4ac refactor: center Rect with centered_with_size helper 2025-07-28 18:47:24 -05:00
25d5121a28 ci: correct toolchain matrix args 2025-07-28 18:32:13 -05:00
91095ed2cc ci: switch tarpaulin output to lcov format 2025-07-28 18:28:43 -05:00
50 changed files with 2260 additions and 788 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"]
@@ -11,20 +11,23 @@ jobs:
strategy:
fail-fast: false
matrix:
toolchain: [1.88.0]
include:
- os: ubuntu-latest
target: x86_64-unknown-linux-gnu
artifact_name: pacman
toolchain: 1.88.0
- os: macos-13
target: x86_64-apple-darwin
artifact_name: pacman
toolchain: 1.88.0
- os: macos-latest
target: aarch64-apple-darwin
artifact_name: pacman
toolchain: 1.88.0
- os: windows-latest
target: x86_64-pc-windows-gnu
artifact_name: pacman.exe
toolchain: 1.88.0
runs-on: ${{ matrix.os }}
steps:
- name: Checkout
@@ -90,7 +93,7 @@ jobs:
uses: pyodide/setup-emsdk@v15
with:
version: 3.1.43
actions-cache-folder: "emsdk-cache"
actions-cache-folder: "emsdk-cache-b"
- name: Setup Rust (WASM32 Emscripten)
uses: dtolnay/rust-toolchain@master
@@ -101,27 +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 -i 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

View File

@@ -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
@@ -40,19 +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 Html \
--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/tarpaulin-report.html
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
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@@ -1,7 +1,7 @@
/target
/dist
target/
dist/
emsdk/
.idea
*.dll
rust-sdl2-emscripten/
assets/site/build.css
emsdk/
tailwindcss-*

134
README.md
View File

@@ -1,79 +1,87 @@
# 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
## Feature Targets
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.
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors.
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly.
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
This cross-platform implementation is built with SDL2 for graphics, audio, and input handling. It can run on Windows, Linux, macOS, and in web browsers via WebAssembly.
## Why?
Just because. And because I wanted to learn more about Rust, inter-operability with C, and compiling to WebAssembly.
I was inspired by a certain code review video on YouTube; [SOME UNIQUE C++ CODE // Pacman Clone Code Review](https://www.youtube.com/watch?v=OKs_JewEeOo) by The Cherno.
For some reason, I was inspired to try and replicate it in Rust, and it was uniquely challenging.
I wanted to hit a log of goals and features, making it a 'perfect' project that I could be proud of.
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors. No hacks, workarounds, or poor designs.
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly. Statically linked, no runtime dependencies.
- Performant, low memory, CPU and GPU usage.
- 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
- Completely automatic build system with releases for all platforms.
- Well documented, well-tested, and maintainable.
## Experimental Ideas
- Debug tooling
- Game state visualization
- Game speed controls + pausing
- Log tracing
- Performance details
- Customized Themes & Colors
- Color-blind friendly
- 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.
- An online axum server with a simple database and OAuth2 authentication.
- Integrates with GitHub, Discord, and Google OAuth2 to acquire an email identifier & avatar.
- Avatars are optional for score submission and can be disabled, instead using a blank avatar.
- Avatars are downscaled to a low resolution pixellated image to maintain the 8-bit aesthetic.
- A custom name is used for the score submission, which is checked for potential abusive language.
- A max length of 14 characters, and a min length of 3 characters.
- Names are checked for potential abusive language via an external API.
- The client implementation should require zero configuration, environment variables, or special secrets.
- It simply defaults to the pacman server API, or can be overriden manually.
## Installation
## Build Notes
Besides SDL2, the following extensions are required: Image, Mixer, and TTF.
Since this project is still in progress, I'm only going to cover non-obvious build details. By reading the code, build scripts, and copying the online build workflows, you should be able to replicate the build process.
### 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.
- I'm still not sure _why_ 3.1.43 is required, but it is. Perhaps in the future I will attempt to use a more modern version.
- Occasionally, the build will fail due to dependencies failing to download. I even have a retry mechanism in the build workflow due to this.
- 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))
- `web.build.ts` auto installs dependencies, but you may need to pass `-i` or `--install=fallback|force` to install missing packages. My guess is that if you have some packages installed, it won't install any missing ones. If you have no packages installed, it will install all of them.
- If you want to have TypeScript resolution for development, you can manually install the dependencies with `bun install` in the `assets/site` folder.

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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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@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
View File

@@ -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

@@ -1,6 +1,7 @@
use std::time::{Duration, Instant};
use anyhow::{anyhow, Result};
use glam::Vec2;
use sdl2::event::{Event, WindowEvent};
use sdl2::keyboard::Keycode;
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
@@ -10,19 +11,7 @@ use tracing::{error, event};
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
use crate::game::Game;
#[cfg(target_os = "emscripten")]
use crate::emscripten;
#[cfg(not(target_os = "emscripten"))]
fn sleep(value: Duration) {
spin_sleep::sleep(value);
}
#[cfg(target_os = "emscripten")]
fn sleep(value: Duration) {
emscripten::emscripten::sleep(value.as_millis() as u32);
}
use crate::platform::get_platform;
pub struct App<'a> {
game: Game,
@@ -31,10 +20,14 @@ pub struct App<'a> {
backbuffer: Texture<'a>,
paused: bool,
last_tick: Instant,
cursor_pos: Vec2,
}
impl<'a> App<'a> {
impl App<'_> {
pub fn new() -> Result<Self> {
// Initialize platform-specific console
get_platform().init_console().map_err(|e| anyhow!(e))?;
let sdl_context = sdl2::init().map_err(|e| anyhow!(e))?;
let video_subsystem = sdl_context.video().map_err(|e| anyhow!(e))?;
let audio_subsystem = sdl_context.audio().map_err(|e| anyhow!(e))?;
@@ -65,7 +58,7 @@ impl<'a> App<'a> {
// Initial draw
game.draw(&mut canvas, &mut backbuffer)?;
game.present_backbuffer(&mut canvas, &backbuffer)?;
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)?;
Ok(Self {
game,
@@ -74,6 +67,7 @@ impl<'a> App<'a> {
backbuffer,
paused: false,
last_tick: Instant::now(),
cursor_pos: Vec2::ZERO,
})
}
@@ -92,6 +86,8 @@ 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),
@@ -116,6 +112,10 @@ impl<'a> App<'a> {
Event::KeyDown { keycode, .. } => {
self.game.keyboard_event(keycode.unwrap());
}
Event::MouseMotion { x, y, .. } => {
// Convert window coordinates to logical coordinates
self.cursor_pos = Vec2::new(x as f32, y as f32);
}
_ => {}
}
}
@@ -128,7 +128,10 @@ impl<'a> App<'a> {
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
error!("Failed to draw game: {e}");
}
if let Err(e) = self.game.present_backbuffer(&mut self.canvas, &self.backbuffer) {
if let Err(e) = self
.game
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
{
error!("Failed to present backbuffer: {e}");
}
}
@@ -136,7 +139,7 @@ impl<'a> App<'a> {
if start.elapsed() < LOOP_TIME {
let time = LOOP_TIME.saturating_sub(start.elapsed());
if time != Duration::ZERO {
sleep(time);
get_platform().sleep(time);
}
} else {
event!(

View File

@@ -42,40 +42,12 @@ impl Asset {
}
}
#[cfg(not(target_os = "emscripten"))]
mod imp {
use super::*;
macro_rules! asset_bytes_enum {
( $asset:expr ) => {
match $asset {
Asset::Wav1 => Cow::Borrowed(include_bytes!("../assets/game/sound/waka/1.ogg")),
Asset::Wav2 => Cow::Borrowed(include_bytes!("../assets/game/sound/waka/2.ogg")),
Asset::Wav3 => Cow::Borrowed(include_bytes!("../assets/game/sound/waka/3.ogg")),
Asset::Wav4 => Cow::Borrowed(include_bytes!("../assets/game/sound/waka/4.ogg")),
Asset::Atlas => Cow::Borrowed(include_bytes!("../assets/game/atlas.png")),
Asset::AtlasJson => Cow::Borrowed(include_bytes!("../assets/game/atlas.json")),
}
};
}
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
Ok(asset_bytes_enum!(asset))
}
}
use crate::platform::get_platform;
#[cfg(target_os = "emscripten")]
mod imp {
use super::*;
use sdl2::rwops::RWops;
use std::io::Read;
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
let path = format!("assets/game/{}", asset.path());
let mut rwops = RWops::from_file(&path, "rb").map_err(|_| AssetError::NotFound(asset.path().to_string()))?;
let len = rwops.len().ok_or_else(|| AssetError::NotFound(asset.path().to_string()))?;
let mut buf = vec![0u8; len];
rwops
.read_exact(&mut buf)
.map_err(|e| AssetError::Io(std::io::Error::new(std::io::ErrorKind::Other, e)))?;
Ok(Cow::Owned(buf))
get_platform().get_asset_bytes(asset)
}
}

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

@@ -1,31 +0,0 @@
#[allow(dead_code)]
#[cfg(target_os = "emscripten")]
pub mod emscripten {
use std::os::raw::c_uint;
extern "C" {
pub fn emscripten_get_now() -> f64;
pub fn emscripten_sleep(ms: c_uint);
pub fn emscripten_get_element_css_size(target: *const u8, width: *mut f64, height: *mut f64) -> i32;
}
// milliseconds since start of program
pub fn now() -> f64 {
unsafe { emscripten_get_now() }
}
pub fn sleep(ms: u32) {
unsafe {
emscripten_sleep(ms);
}
}
pub fn get_canvas_size() -> (u32, u32) {
let mut width = 0.0;
let mut height = 0.0;
unsafe {
emscripten_get_element_css_size("canvas\0".as_ptr(), &mut width, &mut height);
}
(width as u32, height as u32)
}
}

View File

@@ -1,5 +1,6 @@
use glam::IVec2;
/// The four cardinal directions.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub enum Direction {
Up,
@@ -9,7 +10,12 @@ pub enum Direction {
}
impl Direction {
pub fn opposite(&self) -> Direction {
/// The four cardinal directions.
/// This is just a convenience constant for iterating over the directions.
pub const DIRECTIONS: [Direction; 4] = [Direction::Up, Direction::Down, Direction::Left, Direction::Right];
/// Returns the opposite direction. Constant time.
pub const fn opposite(self) -> Direction {
match self {
Direction::Up => Direction::Down,
Direction::Down => Direction::Up,
@@ -18,8 +24,20 @@ impl Direction {
}
}
pub fn as_ivec2(&self) -> IVec2 {
(*self).into()
/// Returns the direction as an IVec2.
pub fn as_ivec2(self) -> IVec2 {
self.into()
}
/// Returns the direction as a usize (0-3). Constant time.
/// This is useful for indexing into arrays.
pub const fn as_usize(self) -> usize {
match self {
Direction::Up => 0,
Direction::Down => 1,
Direction::Left => 2,
Direction::Right => 3,
}
}
}
@@ -33,5 +51,3 @@ impl From<Direction> for IVec2 {
}
}
}
pub const DIRECTIONS: [Direction; 4] = [Direction::Up, Direction::Down, Direction::Left, Direction::Right];

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

@@ -1,27 +1,49 @@
use glam::Vec2;
//! Pac-Man entity implementation.
//!
//! This module contains the main player character logic, including movement,
//! animation, and rendering. Pac-Man moves through the game graph using
//! a traverser and displays directional animated textures.
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;
use crate::texture::sprite::SpriteAtlas;
use sdl2::keyboard::Keycode;
use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget};
use std::collections::HashMap;
/// Determines if Pac-Man can traverse a given edge.
///
/// Pac-Man can only move through edges that allow all entities.
fn can_pacman_traverse(edge: Edge) -> bool {
matches!(edge.permissions, EdgePermissions::All)
}
/// The main player character entity.
///
/// Pac-Man moves through the game world using a graph-based navigation system
/// and displays directional animated sprites based on movement state.
pub struct Pacman {
/// Handles movement through the game graph
pub traverser: Traverser,
/// Manages directional animated textures for different movement states
texture: DirectionalAnimatedTexture,
}
impl Pacman {
/// Creates a new Pac-Man instance at the specified starting node.
///
/// Sets up animated textures for all four directions with moving and stopped states.
/// The moving animation cycles through open mouth, closed mouth, and full sprites.
pub fn new(graph: &Graph, start_node: NodeId, atlas: &SpriteAtlas) -> Self {
let mut textures = HashMap::new();
let mut stopped_textures = HashMap::new();
let mut textures = [None, None, None, None];
let mut stopped_textures = [None, None, None, None];
for &direction in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
for direction in Direction::DIRECTIONS {
let moving_prefix = match direction {
Direction::Up => "pacman/up",
Direction::Down => "pacman/down",
@@ -36,21 +58,30 @@ 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[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.08).expect("Invalid frame duration"));
stopped_textures[direction.as_usize()] =
Some(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),
}
}
/// Updates Pac-Man's position and animation state.
///
/// Advances movement through the graph and updates texture animation.
/// Movement speed is scaled by 60 FPS and a 1.125 multiplier.
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);
}
/// Handles keyboard input to change Pac-Man's direction.
///
/// Maps arrow keys to directions and queues the direction change
/// for the next valid intersection.
pub fn handle_key(&mut self, keycode: Keycode) {
let direction = match keycode {
Keycode::Up => Some(Direction::Up),
@@ -65,21 +96,27 @@ impl Pacman {
}
}
/// Calculates the current pixel position in the game world.
///
/// Interpolates between nodes when moving between them.
fn get_pixel_pos(&self, graph: &Graph) -> Vec2 {
match self.traverser.position {
Position::AtNode(node_id) => graph.get_node(node_id).unwrap().position,
Position::BetweenNodes { from, to, traversed } => {
let from_pos = graph.get_node(from).unwrap().position;
let to_pos = graph.get_node(to).unwrap().position;
let weight = from_pos.distance(to_pos);
from_pos.lerp(to_pos, traversed / weight)
from_pos.lerp(to_pos, traversed / from_pos.distance(to_pos))
}
}
}
/// Renders Pac-Man to the canvas.
///
/// Calculates screen position, determines if Pac-Man is stopped,
/// and renders the appropriate directional texture.
pub fn render<T: RenderTarget>(&self, canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, graph: &Graph) {
let pixel_pos = self.get_pixel_pos(graph).round().as_ivec2() + BOARD_PIXEL_OFFSET.as_ivec2();
let dest = Rect::new(pixel_pos.x - 8, pixel_pos.y - 8, 16, 16);
let dest = centered_with_size(pixel_pos, UVec2::new(16, 16));
let is_stopped = self.traverser.position.is_stopped();
if is_stopped {

View File

@@ -108,10 +108,16 @@ impl Game {
Ok(())
}
pub fn present_backbuffer<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &Texture) -> Result<()> {
pub fn present_backbuffer<T: RenderTarget>(
&mut self,
canvas: &mut Canvas<T>,
backbuffer: &Texture,
cursor_pos: glam::Vec2,
) -> Result<()> {
canvas.copy(backbuffer, None, None).map_err(anyhow::Error::msg)?;
if self.debug_mode {
self.map.debug_render_nodes(canvas);
self.map
.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.atlas, cursor_pos);
}
self.draw_hud(canvas)?;
canvas.present();

11
src/helpers.rs Normal file
View File

@@ -0,0 +1,11 @@
use glam::{IVec2, UVec2};
use sdl2::rect::Rect;
pub fn centered_with_size(pixel_pos: IVec2, size: UVec2) -> Rect {
Rect::new(
pixel_pos.x - size.x as i32 / 2,
pixel_pos.y - size.y as i32 / 2,
size.x,
size.y,
)
}

View File

@@ -4,8 +4,9 @@ pub mod app;
pub mod asset;
pub mod audio;
pub mod constants;
pub mod emscripten;
pub mod entity;
pub mod game;
pub mod helpers;
pub mod map;
pub mod platform;
pub mod texture;

View File

@@ -5,58 +5,16 @@ use tracing::info;
use tracing_error::ErrorLayer;
use tracing_subscriber::layer::SubscriberExt;
#[cfg(windows)]
use winapi::{
shared::ntdef::NULL,
um::{
fileapi::{CreateFileA, OPEN_EXISTING},
handleapi::INVALID_HANDLE_VALUE,
processenv::SetStdHandle,
winbase::{STD_ERROR_HANDLE, STD_OUTPUT_HANDLE},
wincon::{AttachConsole, GetConsoleWindow},
winnt::{FILE_SHARE_READ, FILE_SHARE_WRITE, GENERIC_READ, GENERIC_WRITE},
},
};
/// Attaches the process to the parent console on Windows.
///
/// This allows the application to print to the console when run from a terminal,
/// which is useful for debugging purposes. If the application is not run from a
/// terminal, this function does nothing.
#[cfg(windows)]
unsafe fn attach_console() {
if !std::ptr::eq(GetConsoleWindow(), std::ptr::null_mut()) {
return;
}
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 {
let handle = CreateFileA(
c"CONOUT$".as_ptr(),
GENERIC_READ | GENERIC_WRITE,
FILE_SHARE_READ | FILE_SHARE_WRITE,
std::ptr::null_mut(),
OPEN_EXISTING,
0,
NULL,
);
if handle != INVALID_HANDLE_VALUE {
SetStdHandle(STD_OUTPUT_HANDLE, handle);
SetStdHandle(STD_ERROR_HANDLE, handle);
}
}
// Do NOT call AllocConsole here - we don't want a console when launched from Explorer
}
mod app;
mod asset;
mod audio;
mod constants;
#[cfg(target_os = "emscripten")]
mod emscripten;
mod entity;
mod game;
mod helpers;
mod map;
mod platform;
mod texture;
/// The main entry point of the application.
@@ -64,12 +22,6 @@ mod texture;
/// This function initializes SDL, the window, the game state, and then enters
/// the main game loop.
pub fn main() {
// Attaches the console on Windows for debugging purposes.
#[cfg(windows)]
unsafe {
attach_console();
}
// Setup tracing
let subscriber = tracing_subscriber::fmt()
.with_ansi(cfg!(not(target_os = "emscripten")))

View File

@@ -1,8 +1,8 @@
//! Map construction and building functionality.
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::direction::Direction;
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();
@@ -80,7 +75,7 @@ impl Map {
// Iterate over the queue, adding nodes to the graph and connecting them to their neighbors
while let Some(source_position) = queue.pop_front() {
for &dir in DIRECTIONS.iter() {
for dir in Direction::DIRECTIONS {
let new_position = source_position + dir.as_ivec2();
// Skip if the new position is out of bounds
@@ -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(
@@ -126,7 +121,7 @@ impl Map {
// While most nodes are already connected to their neighbors, some may not be, so we need to connect them
for (grid_pos, &node_id) in &grid_to_node {
for dir in DIRECTIONS {
for dir in Direction::DIRECTIONS {
// If the node doesn't have an edge in this direction, look for a neighbor in that direction
if graph.adjacency_list[node_id].get(dir).is_none() {
let neighbor = grid_pos + dir.as_ivec2();
@@ -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
}
@@ -183,17 +184,26 @@ impl Map {
MapRenderer::render_map(canvas, atlas, map_texture);
}
/// Renders a debug visualization of the navigation graph.
/// Renders a debug visualization with cursor-based highlighting.
///
/// This function is intended for development and debugging purposes. It draws the
/// nodes and edges of the graph on top of the map, allowing for visual
/// inspection of the navigation paths.
pub fn debug_render_nodes<T: RenderTarget>(&self, canvas: &mut Canvas<T>) {
MapRenderer::debug_render_nodes(&self.graph, canvas);
/// This function provides interactive debugging by highlighting the nearest node
/// to the cursor, showing its ID, and highlighting its connections.
pub fn debug_render_with_cursor<T: RenderTarget>(
&self,
canvas: &mut Canvas<T>,
text_renderer: &mut crate::texture::text::TextTexture,
atlas: &mut SpriteAtlas,
cursor_pos: glam::Vec2,
) {
MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos);
}
/// 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 +264,29 @@ 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 +312,13 @@ 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

@@ -1,7 +1,8 @@
//! Map rendering functionality.
use crate::constants::{BOARD_PIXEL_OFFSET, BOARD_PIXEL_SIZE};
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
use crate::texture::text::TextTexture;
use glam::Vec2;
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, RenderTarget};
@@ -16,53 +17,101 @@ 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);
}
/// Renders a debug visualization of the navigation graph.
/// Renders a debug visualization with cursor-based highlighting.
///
/// This function is intended for development and debugging purposes. It draws the
/// nodes and edges of the graph on top of the map, allowing for visual
/// inspection of the navigation paths.
pub fn debug_render_nodes<T: RenderTarget>(graph: &crate::entity::graph::Graph, canvas: &mut Canvas<T>) {
/// This function provides interactive debugging by highlighting the nearest node
/// to the cursor, showing its ID, and highlighting its connections.
pub fn debug_render_with_cursor<T: RenderTarget>(
graph: &crate::entity::graph::Graph,
canvas: &mut Canvas<T>,
text_renderer: &mut TextTexture,
atlas: &mut SpriteAtlas,
cursor_pos: Vec2,
) {
// Find the nearest node to the cursor
let nearest_node = Self::find_nearest_node(graph, cursor_pos);
// Draw all connections in blue
canvas.set_draw_color(Color::RGB(0, 0, 128)); // Dark blue for regular connections
for i in 0..graph.node_count() {
let node = graph.get_node(i).unwrap();
let pos = node.position + BOARD_PIXEL_OFFSET.as_vec2();
// Draw connections
canvas.set_draw_color(Color::BLUE);
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
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();
}
}
// Draw all nodes in green
canvas.set_draw_color(Color::RGB(0, 128, 0)); // Dark green for regular nodes
for i in 0..graph.node_count() {
let node = graph.get_node(i).unwrap();
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
// Draw node
// let color = if pacman.position.from_node_idx() == i.into() {
// Color::GREEN
// } else if let Some(to_idx) = pacman.position.to_node_idx() {
// if to_idx == i.into() {
// Color::CYAN
// } else {
// Color::RED
// }
// } else {
// Color::RED
// };
canvas.set_draw_color(Color::GREEN);
canvas
.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
.unwrap();
}
// Draw node index
// text.render(canvas, atlas, &i.to_string(), pos.as_uvec2()).unwrap();
// Highlight connections from the nearest node in bright blue
if let Some(nearest_id) = nearest_node {
let nearest_pos = graph.get_node(nearest_id).unwrap().position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas.set_draw_color(Color::RGB(0, 255, 255)); // Bright cyan for highlighted connections
for edge in graph.adjacency_list[nearest_id].edges() {
let end_pos = graph.get_node(edge.target).unwrap().position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas
.draw_line(
(nearest_pos.x as i32, nearest_pos.y as i32),
(end_pos.x as i32, end_pos.y as i32),
)
.unwrap();
}
// Highlight the nearest node in bright green
canvas.set_draw_color(Color::RGB(0, 255, 0)); // Bright green for highlighted node
canvas
.fill_rect(Rect::new(0, 0, 5, 5).centered_on(Point::new(nearest_pos.x as i32, nearest_pos.y as i32)))
.unwrap();
// Draw node ID text (small, offset to top right)
text_renderer.set_scale(0.5); // Small text
let id_text = format!("#{}", nearest_id);
let text_pos = glam::UVec2::new(
(nearest_pos.x + 4.0) as u32, // Offset to the right
(nearest_pos.y - 6.0) as u32, // Offset to the top
);
let _ = text_renderer.render(canvas, atlas, &id_text, text_pos);
}
}
/// Finds the nearest node to the given cursor position.
pub fn find_nearest_node(graph: &crate::entity::graph::Graph, cursor_pos: Vec2) -> Option<usize> {
let mut nearest_id = None;
let mut nearest_distance = f32::INFINITY;
for i in 0..graph.node_count() {
let node = graph.get_node(i).unwrap();
let node_pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
let distance = cursor_pos.distance(node_pos);
if distance < nearest_distance {
nearest_distance = distance;
nearest_id = Some(i);
}
}
nearest_id
}
}

77
src/platform/desktop.rs Normal file
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@@ -0,0 +1,77 @@
//! Desktop platform implementation.
use std::borrow::Cow;
use std::time::Duration;
use crate::asset::{Asset, AssetError};
use crate::platform::{Platform, PlatformError};
/// Desktop platform implementation.
pub struct DesktopPlatform;
impl Platform for DesktopPlatform {
fn sleep(&self, duration: Duration) {
spin_sleep::sleep(duration);
}
fn get_time(&self) -> f64 {
std::time::Instant::now().elapsed().as_secs_f64()
}
fn init_console(&self) -> Result<(), PlatformError> {
#[cfg(windows)]
{
unsafe {
use winapi::{
shared::ntdef::NULL,
um::{
fileapi::{CreateFileA, OPEN_EXISTING},
handleapi::INVALID_HANDLE_VALUE,
processenv::SetStdHandle,
winbase::{STD_ERROR_HANDLE, STD_OUTPUT_HANDLE},
wincon::{AttachConsole, GetConsoleWindow},
winnt::{FILE_SHARE_READ, FILE_SHARE_WRITE, GENERIC_READ, GENERIC_WRITE},
},
};
if !std::ptr::eq(GetConsoleWindow(), std::ptr::null_mut()) {
return Ok(());
}
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 {
let handle = CreateFileA(
c"CONOUT$".as_ptr(),
GENERIC_READ | GENERIC_WRITE,
FILE_SHARE_READ | FILE_SHARE_WRITE,
std::ptr::null_mut(),
OPEN_EXISTING,
0,
NULL,
);
if handle != INVALID_HANDLE_VALUE {
SetStdHandle(STD_OUTPUT_HANDLE, handle);
SetStdHandle(STD_ERROR_HANDLE, handle);
}
}
}
}
Ok(())
}
fn get_canvas_size(&self) -> Option<(u32, u32)> {
None // Desktop doesn't need this
}
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
match asset {
Asset::Wav1 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/1.ogg"))),
Asset::Wav2 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/2.ogg"))),
Asset::Wav3 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/3.ogg"))),
Asset::Wav4 => Ok(Cow::Borrowed(include_bytes!("../../assets/game/sound/waka/4.ogg"))),
Asset::Atlas => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.png"))),
Asset::AtlasJson => Ok(Cow::Borrowed(include_bytes!("../../assets/game/atlas.json"))),
}
}
}

View File

@@ -0,0 +1,61 @@
//! Emscripten platform implementation.
use std::borrow::Cow;
use std::time::Duration;
use crate::asset::{Asset, AssetError};
use crate::platform::{Platform, PlatformError};
/// Emscripten platform implementation.
pub struct EmscriptenPlatform;
impl Platform for EmscriptenPlatform {
fn sleep(&self, duration: Duration) {
unsafe {
emscripten_sleep(duration.as_millis() as u32);
}
}
fn get_time(&self) -> f64 {
unsafe { emscripten_get_now() }
}
fn init_console(&self) -> Result<(), PlatformError> {
Ok(()) // No-op for Emscripten
}
fn get_canvas_size(&self) -> Option<(u32, u32)> {
Some(unsafe { get_canvas_size() })
}
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
use sdl2::rwops::RWops;
use std::io::Read;
let path = format!("assets/game/{}", asset.path());
let mut rwops = RWops::from_file(&path, "rb").map_err(|_| AssetError::NotFound(asset.path().to_string()))?;
let len = rwops.len().ok_or_else(|| AssetError::NotFound(asset.path().to_string()))?;
let mut buf = vec![0u8; len];
rwops
.read_exact(&mut buf)
.map_err(|e| AssetError::Io(std::io::Error::other(e)))?;
Ok(Cow::Owned(buf))
}
}
// Emscripten FFI functions
extern "C" {
fn emscripten_get_now() -> f64;
fn emscripten_sleep(ms: u32);
fn emscripten_get_element_css_size(target: *const u8, width: *mut f64, height: *mut f64) -> i32;
}
unsafe fn get_canvas_size() -> (u32, u32) {
let mut width = 0.0;
let mut height = 0.0;
emscripten_get_element_css_size(c"canvas".as_ptr().cast(), &mut width, &mut height);
(width as u32, height as u32)
}

58
src/platform/mod.rs Normal file
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@@ -0,0 +1,58 @@
//! Platform abstraction layer for cross-platform functionality.
use std::borrow::Cow;
use std::time::Duration;
use crate::asset::{Asset, AssetError};
pub mod desktop;
pub mod emscripten;
/// Platform abstraction trait that defines cross-platform functionality.
pub trait Platform {
/// Sleep for the specified duration using platform-appropriate method.
fn sleep(&self, duration: Duration);
/// Get the current time in seconds since some reference point.
/// This is available for future use in timing and performance monitoring.
#[allow(dead_code)]
fn get_time(&self) -> f64;
/// Initialize platform-specific console functionality.
fn init_console(&self) -> Result<(), PlatformError>;
/// Get canvas size for platforms that need it (e.g., Emscripten).
/// This is available for future use in responsive design.
#[allow(dead_code)]
fn get_canvas_size(&self) -> Option<(u32, u32)>;
/// Load asset bytes using platform-appropriate method.
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
}
/// Platform-specific errors.
#[derive(Debug, thiserror::Error)]
#[allow(dead_code)]
pub enum PlatformError {
#[error("Console initialization failed: {0}")]
ConsoleInit(String),
#[error("Platform-specific error: {0}")]
Other(String),
}
/// Get the current platform implementation.
#[allow(dead_code)]
pub fn get_platform() -> &'static dyn Platform {
static DESKTOP: desktop::DesktopPlatform = desktop::DesktopPlatform;
static EMSCRIPTEN: emscripten::EmscriptenPlatform = emscripten::EmscriptenPlatform;
#[cfg(not(target_os = "emscripten"))]
{
&DESKTOP
}
#[cfg(target_os = "emscripten")]
{
&EMSCRIPTEN
}
}

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

@@ -1,7 +1,6 @@
use anyhow::Result;
use sdl2::rect::Rect;
use sdl2::render::{Canvas, RenderTarget};
use std::collections::HashMap;
use crate::entity::direction::Direction;
use crate::texture::animated::AnimatedTexture;
@@ -9,12 +8,12 @@ use crate::texture::sprite::SpriteAtlas;
#[derive(Clone)]
pub struct DirectionalAnimatedTexture {
textures: HashMap<Direction, AnimatedTexture>,
stopped_textures: HashMap<Direction, AnimatedTexture>,
textures: [Option<AnimatedTexture>; 4],
stopped_textures: [Option<AnimatedTexture>; 4],
}
impl DirectionalAnimatedTexture {
pub fn new(textures: HashMap<Direction, AnimatedTexture>, stopped_textures: HashMap<Direction, AnimatedTexture>) -> Self {
pub fn new(textures: [Option<AnimatedTexture>; 4], stopped_textures: [Option<AnimatedTexture>; 4]) -> Self {
Self {
textures,
stopped_textures,
@@ -22,7 +21,7 @@ impl DirectionalAnimatedTexture {
}
pub fn tick(&mut self, dt: f32) {
for texture in self.textures.values_mut() {
for texture in self.textures.iter_mut().flatten() {
texture.tick(dt);
}
}
@@ -34,7 +33,7 @@ impl DirectionalAnimatedTexture {
dest: Rect,
direction: Direction,
) -> Result<()> {
if let Some(texture) = self.textures.get(&direction) {
if let Some(texture) = &self.textures[direction.as_usize()] {
texture.render(canvas, atlas, dest)
} else {
Ok(())
@@ -48,10 +47,34 @@ impl DirectionalAnimatedTexture {
dest: Rect,
direction: Direction,
) -> Result<()> {
if let Some(texture) = self.stopped_textures.get(&direction) {
if let Some(texture) = &self.stopped_textures[direction.as_usize()] {
texture.render(canvas, atlas, dest)
} else {
Ok(())
}
}
/// Returns true if the texture has a direction.
#[allow(dead_code)]
pub fn has_direction(&self, direction: Direction) -> bool {
self.textures[direction.as_usize()].is_some()
}
/// Returns true if the texture has a stopped direction.
#[allow(dead_code)]
pub fn has_stopped_direction(&self, direction: Direction) -> bool {
self.stopped_textures[direction.as_usize()].is_some()
}
/// Returns the number of textures.
#[allow(dead_code)]
pub fn texture_count(&self) -> usize {
self.textures.iter().filter(|t| t.is_some()).count()
}
/// Returns the number of stopped textures.
#[allow(dead_code)]
pub fn stopped_texture_count(&self) -> usize {
self.stopped_textures.iter().filter(|t| t.is_some()).count()
}
}

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
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@@ -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
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@@ -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("==")));
}

34
tests/debug_rendering.rs Normal file
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@@ -0,0 +1,34 @@
use glam::Vec2;
use pacman::entity::graph::{Graph, Node};
use pacman::map::render::MapRenderer;
#[test]
fn test_find_nearest_node() {
let mut graph = Graph::new();
// Add some test nodes
let node1 = graph.add_node(Node {
position: Vec2::new(10.0, 10.0),
});
let node2 = graph.add_node(Node {
position: Vec2::new(50.0, 50.0),
});
let node3 = graph.add_node(Node {
position: Vec2::new(100.0, 100.0),
});
// Test cursor near node1
let cursor_pos = Vec2::new(12.0, 8.0);
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
assert_eq!(nearest, Some(node1));
// Test cursor near node2
let cursor_pos = Vec2::new(45.0, 55.0);
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
assert_eq!(nearest, Some(node2));
// Test cursor near node3
let cursor_pos = Vec2::new(98.0, 102.0);
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
assert_eq!(nearest, Some(node3));
}

31
tests/direction.rs Normal file
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@@ -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);
}
}

54
tests/directional.rs Normal file
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@@ -0,0 +1,54 @@
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;
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 = [None, None, None, None];
textures[Direction::Up.as_usize()] = Some(mock_animated_texture(1));
let texture = DirectionalAnimatedTexture::new(textures, [None, None, None, None]);
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 = [None, None, None, None];
let directions = [
(Direction::Up, 1),
(Direction::Down, 2),
(Direction::Left, 3),
(Direction::Right, 4),
];
for (direction, id) in directions {
textures[direction.as_usize()] = Some(mock_animated_texture(id));
}
let texture = DirectionalAnimatedTexture::new(textures, [None, None, None, None]);
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
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@@ -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
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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));
}
}

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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')));
}

78
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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";
import { configure, getConsoleSink, getLogger } from "@logtape/logtape";
// Constants
const TAILWIND_UPDATE_WINDOW_DAYS = 60; // 2 months
await configure({
sinks: { console: getConsoleSink() },
loggers: [
{ category: "web", lowestLevel: "debug", sinks: ["console"] },
{
category: ["logtape", "meta"],
lowestLevel: "warning",
sinks: ["console"],
},
],
});
const logger = getLogger("web");
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()}`);
});
/**
* 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) {
logger.info(
`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: false,
})
)
.with({ path: P.select() }, (path) => path)
.with({ err: P.select() }, (err) => {
throw new Error(err);
})
.exhaustive();
logger.debug(`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))) {
logger.debug(`Creating folder ${dir}`);
await fs.mkdir(dir, { recursive: true });
}
})
);
// Copy the files to the dist folder
logger.debug("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 }, () => {
logger.debug(
`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}`;
// 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}`;
}
// Check if the file already exists
const path = join(dir, asset);
const exists = await fs.exists(path);
// Check if we should download based on timestamps
let shouldDownload = force || !exists;
if (exists && !force) {
try {
const fileStats = await fs.stat(path);
const fileModifiedTime = fileStats.mtime;
const now = new Date();
// Check if file is older than the update window
const updateWindowAgo = new Date(
now.getTime() - TAILWIND_UPDATE_WINDOW_DAYS * 24 * 60 * 60 * 1000
);
if (fileModifiedTime < updateWindowAgo) {
logger.debug(
`File is older than ${TAILWIND_UPDATE_WINDOW_DAYS} days, checking for updates...`
);
shouldDownload = true;
} else {
logger.debug(
`File is recent (${fileModifiedTime.toISOString()}), checking if newer version available...`
);
}
} catch (error) {
logger.debug(
`Error checking file timestamp: ${error}, will download anyway`
);
shouldDownload = true;
}
}
// If we need to download, check the server's last-modified header
if (shouldDownload) {
const response = await fetch(url, {
headers,
method: "HEAD",
redirect: "follow",
});
if (response.ok) {
const lastModified = response.headers.get("last-modified");
if (lastModified) {
const serverTime = new Date(lastModified);
const now = new Date();
// If server timestamp is in the future, something is wrong - download anyway
if (serverTime > now) {
logger.debug(
`Server timestamp is in the future (${serverTime.toISOString()}), downloading anyway`
);
shouldDownload = true;
} else if (exists) {
// Compare with local file timestamp (both in UTC)
const fileStats = await fs.stat(path);
const fileModifiedTime = new Date(fileStats.mtime.getTime());
if (serverTime > fileModifiedTime) {
logger.debug(
`Server has newer version (${serverTime.toISOString()} vs local ${fileModifiedTime.toISOString()})`
);
shouldDownload = true;
} else {
logger.debug(
`Local file is up to date (${fileModifiedTime.toISOString()})`
);
shouldDownload = false;
}
}
} else {
logger.debug(
`No last-modified header available, downloading to be safe`
);
shouldDownload = true;
}
} else {
logger.debug(
`Failed to check server headers: ${response.status} ${response.statusText}`
);
shouldDownload = true;
}
}
if (exists && !shouldDownload) {
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);
logger.debug(
`Tailwind CSS CLI already exists and is up to date at ${displayPath}`
);
return { path };
}
if (exists) {
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) {
logger.debug(`Overwriting Tailwind CSS CLI at ${displayPath}`);
} else {
logger.debug(`Downloading updated Tailwind CSS CLI to ${displayPath}`);
}
} else {
logger.debug(`Downloading Tailwind CSS CLI to ${path}`);
}
try {
logger.debug(`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}'` };
}
// Validate Content-Length if available
const contentLength = response.headers.get("content-length");
if (contentLength) {
const expectedSize = parseInt(contentLength, 10);
if (isNaN(expectedSize)) {
return { err: `Invalid Content-Length header: ${contentLength}` };
}
logger.debug(`Expected file size: ${expectedSize} bytes`);
}
logger.debug(`Writing to ${path}...`);
await fs.mkdir(dir, { recursive: true });
const file = Bun.file(path);
const writer = file.writer();
const reader = response.body.getReader();
let downloadedBytes = 0;
try {
while (true) {
const { done, value } = await reader.read();
if (done) break;
writer.write(value);
downloadedBytes += value.length;
}
} finally {
reader.releaseLock();
await writer.end();
}
// Validate downloaded file size
if (contentLength) {
const expectedSize = parseInt(contentLength, 10);
const actualSize = downloadedBytes;
if (actualSize !== expectedSize) {
// Clean up the corrupted file
try {
await fs.unlink(path);
} catch (unlinkError) {
logger.debug(
`Warning: Failed to clean up corrupted file: ${unlinkError}`
);
}
return {
err: `File size mismatch: expected ${expectedSize} bytes, got ${actualSize} bytes. File may be corrupted.`,
};
}
logger.debug(`File size validation passed: ${actualSize} bytes`);
}
// 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
logger.debug(`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)))) {
logger.debug(
"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
logger.debug(
"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 }) => {
logger.debug("Error activating Emscripten SDK: " + err);
process.exit(1);
})
.exhaustive();
// Build the application
await build(release, vars);
}
/**
* Main entry point.
*/
main().catch((err) => {
console.error({ msg: "fatal error", error: err });
process.exit(1);
});