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2
.github/workflows/build.yaml
vendored
@@ -151,7 +151,7 @@ jobs:
|
||||
done
|
||||
|
||||
- name: Upload Artifact
|
||||
uses: actions/upload-pages-artifact@v3
|
||||
uses: actions/upload-pages-artifact@v4
|
||||
if: github.ref == 'refs/heads/master' && github.event_name == 'push'
|
||||
with:
|
||||
path: "./dist/"
|
||||
|
||||
6
.github/workflows/coverage.yaml
vendored
@@ -9,6 +9,8 @@ env:
|
||||
jobs:
|
||||
coverage:
|
||||
runs-on: ubuntu-latest
|
||||
env:
|
||||
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@v5
|
||||
@@ -49,13 +51,13 @@ jobs:
|
||||
just coverage
|
||||
|
||||
- name: Download Coveralls CLI
|
||||
if: ${{ env.COVERALLS_REPO_TOKEN != '' }}
|
||||
run: |
|
||||
# use GitHub Releases URL instead of coveralls.io because they can't maintain their own files; it 404s
|
||||
curl -L https://github.com/coverallsapp/coverage-reporter/releases/download/v0.6.15/coveralls-linux-x86_64.tar.gz | tar -xz -C /usr/local/bin
|
||||
|
||||
- name: Upload coverage to Coveralls
|
||||
env:
|
||||
COVERALLS_REPO_TOKEN: ${{ secrets.COVERALLS_REPO_TOKEN }}
|
||||
if: ${{ env.COVERALLS_REPO_TOKEN != '' }}
|
||||
run: |
|
||||
if [ ! -f "lcov.info" ]; then
|
||||
echo "Error: lcov.info file not found. Coverage generation may have failed."
|
||||
|
||||
19
.gitignore
vendored
@@ -1,8 +1,21 @@
|
||||
# IDE, Other files
|
||||
.vscode
|
||||
.idea
|
||||
rust-sdl2-emscripten/
|
||||
|
||||
# Build files
|
||||
target/
|
||||
dist/
|
||||
emsdk/
|
||||
.idea
|
||||
rust-sdl2-emscripten/
|
||||
assets/site/build.css
|
||||
|
||||
# Site build f iles
|
||||
tailwindcss-*
|
||||
assets/site/build.css
|
||||
|
||||
# Coverage reports
|
||||
lcov.info
|
||||
coverage.html
|
||||
|
||||
# Profiling output
|
||||
flamegraph.svg
|
||||
/profile.*
|
||||
|
||||
@@ -20,3 +20,15 @@ repos:
|
||||
language: system
|
||||
types: [rust]
|
||||
pass_filenames: false
|
||||
- id: cargo-check
|
||||
name: cargo check
|
||||
entry: cargo check --all-targets
|
||||
language: system
|
||||
types_or: [rust, cargo, cargo-lock]
|
||||
pass_filenames: false
|
||||
- id: cargo-check-wasm
|
||||
name: cargo check for wasm32-unknown-emscripten
|
||||
entry: cargo check --all-targets --target=wasm32-unknown-emscripten
|
||||
language: system
|
||||
types_or: [rust, cargo, cargo-lock]
|
||||
pass_filenames: false
|
||||
|
||||
1037
Cargo.lock
generated
103
Cargo.toml
@@ -1,59 +1,98 @@
|
||||
[package]
|
||||
name = "pacman"
|
||||
version = "0.2.0"
|
||||
authors = ["Xevion"]
|
||||
edition = "2021"
|
||||
rust-version = "1.86.0"
|
||||
description = "A cross-platform retro Pac-Man clone, written in Rust and supported by SDL2"
|
||||
readme = true
|
||||
homepage = "https://pacman.xevion.dev"
|
||||
repository = "https://github.com/Xevion/Pac-Man"
|
||||
license = "GPL-3.0-or-later"
|
||||
keywords = ["game", "pacman", "arcade", "sdl2"]
|
||||
categories = ["games", "emulators"]
|
||||
publish = false
|
||||
exclude = ["/assets/unpacked/**", "/assets/site/**", "/bacon.toml", "/Justfile"]
|
||||
default-run = "pacman"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
tracing = { version = "0.1.40", features = ["max_level_debug", "release_max_level_debug"]}
|
||||
tracing-error = "0.2.0"
|
||||
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
|
||||
lazy_static = "1.5.0"
|
||||
sdl2 = { version = "0.38.0", features = ["image", "ttf"] }
|
||||
spin_sleep = "1.3.2"
|
||||
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
|
||||
bevy_ecs = "0.16.1"
|
||||
glam = "0.30.5"
|
||||
pathfinding = "4.14"
|
||||
once_cell = "1.21.3"
|
||||
thiserror = "2.0"
|
||||
tracing = { version = "0.1.41", features = ["max_level_debug", "release_max_level_debug"]}
|
||||
tracing-error = "0.2.0"
|
||||
tracing-subscriber = {version = "0.3.20", features = ["env-filter"]}
|
||||
thiserror = "2.0.16"
|
||||
anyhow = "1.0"
|
||||
glam = { version = "0.30.5", features = [] }
|
||||
serde = { version = "1.0.219", features = ["derive"] }
|
||||
serde_json = "1.0.142"
|
||||
smallvec = "1.15.1"
|
||||
bitflags = "2.9.4"
|
||||
micromap = "0.1.0"
|
||||
circular-buffer = "1.1.0"
|
||||
parking_lot = "0.12.3"
|
||||
strum = "0.27.2"
|
||||
strum_macros = "0.27.2"
|
||||
thousands = "0.2.0"
|
||||
num-width = "0.1.0"
|
||||
# While not actively used in code, `build.rs` generates code that relies on this. Keep the versions synchronized.
|
||||
phf = { version = "0.13.1", features = ["macros"] }
|
||||
|
||||
# Windows-specific dependencies
|
||||
[target.'cfg(target_os = "windows")'.dependencies]
|
||||
# Used for customizing console output on Windows; both are required due to the `windows` crate having poor Result handling with `GetStdHandle`.
|
||||
windows = { version = "0.61.3", features = ["Win32_Security", "Win32_Storage_FileSystem", "Win32_System_Console"] }
|
||||
windows-sys = { version = "0.60.2", features = ["Win32_System_Console"] }
|
||||
|
||||
# Desktop-specific dependencies
|
||||
[target.'cfg(not(target_os = "emscripten"))'.dependencies]
|
||||
# On desktop platforms, build SDL2 with cargo-vcpkg
|
||||
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures", "static-link", "use-vcpkg"] }
|
||||
rand = { version = "0.9.2", default-features = false, features = ["thread_rng"] }
|
||||
spin_sleep = "1.3.2"
|
||||
|
||||
# Browser-specific dependencies
|
||||
[target.'cfg(target_os = "emscripten")'.dependencies]
|
||||
# On Emscripten, we don't use cargo-vcpkg
|
||||
sdl2 = { version = "0.38", default-features = false, features = ["image", "ttf", "gfx", "mixer", "unsafe_textures"] }
|
||||
# TODO: Document why Emscripten cannot use `os_rng`.
|
||||
rand = { version = "0.9.2", default-features = false, features = ["small_rng", "os_rng"] }
|
||||
libc = "0.2.175" # TODO: Describe why this is required.
|
||||
|
||||
[dev-dependencies]
|
||||
pretty_assertions = "1.4.1"
|
||||
|
||||
[build-dependencies]
|
||||
phf = { version = "0.13.1", features = ["macros"] }
|
||||
serde = { version = "1.0", features = ["derive"] }
|
||||
serde_json = "1.0.143"
|
||||
|
||||
# phf generates runtime code which machete will not detect
|
||||
[package.metadata.cargo-machete]
|
||||
ignored = ["phf"]
|
||||
|
||||
# Release profile for profiling (essentially the default 'release' profile with debug enabled)
|
||||
[profile.profile]
|
||||
inherits = "release"
|
||||
debug = true
|
||||
# Undo the customizations for our release profile
|
||||
opt-level = 3
|
||||
lto = false
|
||||
panic = 'unwind'
|
||||
|
||||
# Optimized release profile for size
|
||||
[profile.release]
|
||||
opt-level = "z"
|
||||
lto = true
|
||||
panic = "abort"
|
||||
opt-level = "z"
|
||||
|
||||
[target.'cfg(target_os = "windows")'.dependencies.winapi]
|
||||
version = "0.3"
|
||||
features = ["consoleapi", "fileapi", "handleapi", "processenv", "winbase", "wincon", "winnt", "winuser", "windef", "minwindef"]
|
||||
|
||||
|
||||
[target.'cfg(target_os = "emscripten")'.dependencies.sdl2]
|
||||
version = "0.38"
|
||||
default-features = false
|
||||
features = ["ttf","image","gfx","mixer"]
|
||||
|
||||
[target.'cfg(not(target_os = "emscripten"))'.dependencies.sdl2]
|
||||
version = "0.38"
|
||||
default-features = false
|
||||
features = ["ttf","image","gfx","mixer","static-link","use-vcpkg"]
|
||||
|
||||
[package.metadata.vcpkg]
|
||||
dependencies = ["sdl2", "sdl2-image", "sdl2-ttf", "sdl2-gfx", "sdl2-mixer"]
|
||||
git = "https://github.com/microsoft/vcpkg"
|
||||
rev = "2024.05.24" # release 2024.05.24 # to check for a new one, check https://github.com/microsoft/vcpkg/releases
|
||||
rev = "2024.05.24" # to check for a new one, check https://github.com/microsoft/vcpkg/releases
|
||||
|
||||
[package.metadata.vcpkg.target]
|
||||
x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" }
|
||||
x86_64-unknown-linux-gnu = { triplet = "x64-linux" }
|
||||
x86_64-apple-darwin = { triplet = "x64-osx" }
|
||||
aarch64-apple-darwin = { triplet = "arm64-osx" }
|
||||
|
||||
[target.'cfg(target_os = "emscripten")'.dependencies]
|
||||
libc = "0.2.175"
|
||||
|
||||
28
Justfile
@@ -1,18 +1,44 @@
|
||||
set shell := ["bash", "-c"]
|
||||
set windows-shell := ["powershell.exe", "-NoLogo", "-Command"]
|
||||
|
||||
coverage_exclude_pattern := "app.rs|audio.rs|error.rs"
|
||||
# Regex to exclude files from coverage report, double escapes for Justfile + CLI
|
||||
# You can use src\\\\..., but the filename alone is acceptable too
|
||||
coverage_exclude_pattern := "src\\\\app.rs|audio.rs|src\\\\error.rs|platform\\\\emscripten.rs"
|
||||
|
||||
binary_extension := if os() == "windows" { ".exe" } else { "" }
|
||||
|
||||
# !!! --ignore-filename-regex should be used on both reports & coverage testing
|
||||
# !!! --remap-path-prefix prevents the absolute path from being used in the generated report
|
||||
|
||||
# Generate HTML report (for humans, source line inspection)
|
||||
html: coverage
|
||||
cargo llvm-cov report \
|
||||
--remap-path-prefix \
|
||||
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
|
||||
--html \
|
||||
--open
|
||||
|
||||
# Display report (for humans)
|
||||
report-coverage: coverage
|
||||
cargo llvm-cov report \
|
||||
--remap-path-prefix \
|
||||
--ignore-filename-regex "{{ coverage_exclude_pattern }}"
|
||||
|
||||
# Run & generate report (for CI)
|
||||
coverage:
|
||||
cargo llvm-cov \
|
||||
--lcov \
|
||||
--remap-path-prefix \
|
||||
--ignore-filename-regex "{{ coverage_exclude_pattern }}" \
|
||||
--output-path lcov.info \
|
||||
--profile coverage \
|
||||
--no-fail-fast nextest
|
||||
|
||||
# Profile the project using 'samply'
|
||||
samply:
|
||||
cargo build --profile profile
|
||||
samply record ./target/profile/pacman{{ binary_extension }}
|
||||
|
||||
# Build the project for Emscripten
|
||||
web:
|
||||
bun run web.build.ts
|
||||
|
||||
675
LICENSE
Normal file
@@ -0,0 +1,675 @@
|
||||
# GNU GENERAL PUBLIC LICENSE
|
||||
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc.
|
||||
<https://fsf.org/>
|
||||
|
||||
Everyone is permitted to copy and distribute verbatim copies of this
|
||||
license document, but changing it is not allowed.
|
||||
|
||||
## Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom
|
||||
to share and change all versions of a program--to make sure it remains
|
||||
free software for all its users. We, the Free Software Foundation, use
|
||||
the GNU General Public License for most of our software; it applies
|
||||
also to any other work released this way by its authors. You can apply
|
||||
it to your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you
|
||||
have certain responsibilities if you distribute copies of the
|
||||
software, or if you modify it: responsibilities to respect the freedom
|
||||
of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the
|
||||
manufacturer can do so. This is fundamentally incompatible with the
|
||||
aim of protecting users' freedom to change the software. The
|
||||
systematic pattern of such abuse occurs in the area of products for
|
||||
individuals to use, which is precisely where it is most unacceptable.
|
||||
Therefore, we have designed this version of the GPL to prohibit the
|
||||
practice for those products. If such problems arise substantially in
|
||||
other domains, we stand ready to extend this provision to those
|
||||
domains in future versions of the GPL, as needed to protect the
|
||||
freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish
|
||||
to avoid the special danger that patents applied to a free program
|
||||
could make it effectively proprietary. To prevent this, the GPL
|
||||
assures that patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
## TERMS AND CONDITIONS
|
||||
|
||||
### 0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds
|
||||
of works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of
|
||||
an exact copy. The resulting work is called a "modified version" of
|
||||
the earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user
|
||||
through a computer network, with no transfer of a copy, is not
|
||||
conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices" to
|
||||
the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
### 1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work for
|
||||
making modifications to it. "Object code" means any non-source form of
|
||||
a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users can
|
||||
regenerate automatically from other parts of the Corresponding Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that same
|
||||
work.
|
||||
|
||||
### 2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not convey,
|
||||
without conditions so long as your license otherwise remains in force.
|
||||
You may convey covered works to others for the sole purpose of having
|
||||
them make modifications exclusively for you, or provide you with
|
||||
facilities for running those works, provided that you comply with the
|
||||
terms of this License in conveying all material for which you do not
|
||||
control copyright. Those thus making or running the covered works for
|
||||
you must do so exclusively on your behalf, under your direction and
|
||||
control, on terms that prohibit them from making any copies of your
|
||||
copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under the
|
||||
conditions stated below. Sublicensing is not allowed; section 10 makes
|
||||
it unnecessary.
|
||||
|
||||
### 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such
|
||||
circumvention is effected by exercising rights under this License with
|
||||
respect to the covered work, and you disclaim any intention to limit
|
||||
operation or modification of the work as a means of enforcing, against
|
||||
the work's users, your or third parties' legal rights to forbid
|
||||
circumvention of technological measures.
|
||||
|
||||
### 4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
### 5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these
|
||||
conditions:
|
||||
|
||||
- a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
- b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under
|
||||
section 7. This requirement modifies the requirement in section 4
|
||||
to "keep intact all notices".
|
||||
- c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
- d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
### 6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms of
|
||||
sections 4 and 5, provided that you also convey the machine-readable
|
||||
Corresponding Source under the terms of this License, in one of these
|
||||
ways:
|
||||
|
||||
- a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
- b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the Corresponding
|
||||
Source from a network server at no charge.
|
||||
- c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
- d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
- e) Convey the object code using peer-to-peer transmission,
|
||||
provided you inform other peers where the object code and
|
||||
Corresponding Source of the work are being offered to the general
|
||||
public at no charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal,
|
||||
family, or household purposes, or (2) anything designed or sold for
|
||||
incorporation into a dwelling. In determining whether a product is a
|
||||
consumer product, doubtful cases shall be resolved in favor of
|
||||
coverage. For a particular product received by a particular user,
|
||||
"normally used" refers to a typical or common use of that class of
|
||||
product, regardless of the status of the particular user or of the way
|
||||
in which the particular user actually uses, or expects or is expected
|
||||
to use, the product. A product is a consumer product regardless of
|
||||
whether the product has substantial commercial, industrial or
|
||||
non-consumer uses, unless such uses represent the only significant
|
||||
mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to
|
||||
install and execute modified versions of a covered work in that User
|
||||
Product from a modified version of its Corresponding Source. The
|
||||
information must suffice to ensure that the continued functioning of
|
||||
the modified object code is in no case prevented or interfered with
|
||||
solely because modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or
|
||||
updates for a work that has been modified or installed by the
|
||||
recipient, or for the User Product in which it has been modified or
|
||||
installed. Access to a network may be denied when the modification
|
||||
itself materially and adversely affects the operation of the network
|
||||
or violates the rules and protocols for communication across the
|
||||
network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
### 7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders
|
||||
of that material) supplement the terms of this License with terms:
|
||||
|
||||
- a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
- b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
- c) Prohibiting misrepresentation of the origin of that material,
|
||||
or requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
- d) Limiting the use for publicity purposes of names of licensors
|
||||
or authors of the material; or
|
||||
- e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
- f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions
|
||||
of it) with contractual assumptions of liability to the recipient,
|
||||
for any liability that these contractual assumptions directly
|
||||
impose on those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions; the
|
||||
above requirements apply either way.
|
||||
|
||||
### 8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your license
|
||||
from a particular copyright holder is reinstated (a) provisionally,
|
||||
unless and until the copyright holder explicitly and finally
|
||||
terminates your license, and (b) permanently, if the copyright holder
|
||||
fails to notify you of the violation by some reasonable means prior to
|
||||
60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
### 9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or run
|
||||
a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
### 10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
### 11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims owned
|
||||
or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within the
|
||||
scope of its coverage, prohibits the exercise of, or is conditioned on
|
||||
the non-exercise of one or more of the rights that are specifically
|
||||
granted under this License. You may not convey a covered work if you
|
||||
are a party to an arrangement with a third party that is in the
|
||||
business of distributing software, under which you make payment to the
|
||||
third party based on the extent of your activity of conveying the
|
||||
work, and under which the third party grants, to any of the parties
|
||||
who would receive the covered work from you, a discriminatory patent
|
||||
license (a) in connection with copies of the covered work conveyed by
|
||||
you (or copies made from those copies), or (b) primarily for and in
|
||||
connection with specific products or compilations that contain the
|
||||
covered work, unless you entered into that arrangement, or that patent
|
||||
license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
### 12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under
|
||||
this License and any other pertinent obligations, then as a
|
||||
consequence you may not convey it at all. For example, if you agree to
|
||||
terms that obligate you to collect a royalty for further conveying
|
||||
from those to whom you convey the Program, the only way you could
|
||||
satisfy both those terms and this License would be to refrain entirely
|
||||
from conveying the Program.
|
||||
|
||||
### 13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
### 14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions
|
||||
of the GNU General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in
|
||||
detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies that a certain numbered version of the GNU General Public
|
||||
License "or any later version" applies to it, you have the option of
|
||||
following the terms and conditions either of that numbered version or
|
||||
of any later version published by the Free Software Foundation. If the
|
||||
Program does not specify a version number of the GNU General Public
|
||||
License, you may choose any version ever published by the Free
|
||||
Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future versions
|
||||
of the GNU General Public License can be used, that proxy's public
|
||||
statement of acceptance of a version permanently authorizes you to
|
||||
choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
### 15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
|
||||
WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
|
||||
PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
|
||||
DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
|
||||
CORRECTION.
|
||||
|
||||
### 16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
|
||||
CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
|
||||
ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
|
||||
NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
|
||||
LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
|
||||
TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
|
||||
PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
### 17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
## How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these
|
||||
terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest to
|
||||
attach them to the start of each source file to most effectively state
|
||||
the exclusion of warranty; and each file should have at least the
|
||||
"copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper
|
||||
mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands \`show w' and \`show c' should show the
|
||||
appropriate parts of the General Public License. Of course, your
|
||||
program's commands might be different; for a GUI interface, you would
|
||||
use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. For more information on this, and how to apply and follow
|
||||
the GNU GPL, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your
|
||||
program into proprietary programs. If your program is a subroutine
|
||||
library, you may consider it more useful to permit linking proprietary
|
||||
applications with the library. If this is what you want to do, use the
|
||||
GNU Lesser General Public License instead of this License. But first,
|
||||
please read <https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
@@ -1,6 +1,6 @@
|
||||
# Pac-Man
|
||||
|
||||
[![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]
|
||||
[![Tests Status][badge-test]][test] [![Build Status][badge-build]][build] [![If you're seeing this, Coveralls.io is broken again and it's not my fault.][badge-coverage]][coverage] [![Online Demo][badge-online-demo]][demo] [![Last Commit][badge-last-commit]][commits]
|
||||
|
||||
[badge-test]: https://github.com/Xevion/Pac-Man/actions/workflows/tests.yaml/badge.svg
|
||||
[badge-build]: https://github.com/Xevion/Pac-Man/actions/workflows/build.yaml/badge.svg
|
||||
|
||||
|
Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 1.8 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
BIN
assets/unpacked/maze/tiles/0.png
Normal file
|
After Width: | Height: | Size: 102 B |
BIN
assets/unpacked/maze/tiles/1.png
Normal file
|
After Width: | Height: | Size: 79 B |
BIN
assets/unpacked/maze/tiles/10.png
Normal file
|
After Width: | Height: | Size: 84 B |
BIN
assets/unpacked/maze/tiles/11.png
Normal file
|
After Width: | Height: | Size: 77 B |
BIN
assets/unpacked/maze/tiles/12.png
Normal file
|
After Width: | Height: | Size: 80 B |
BIN
assets/unpacked/maze/tiles/13.png
Normal file
|
After Width: | Height: | Size: 87 B |
BIN
assets/unpacked/maze/tiles/14.png
Normal file
|
After Width: | Height: | Size: 79 B |
BIN
assets/unpacked/maze/tiles/15.png
Normal file
|
After Width: | Height: | Size: 89 B |
BIN
assets/unpacked/maze/tiles/16.png
Normal file
|
After Width: | Height: | Size: 91 B |
BIN
assets/unpacked/maze/tiles/17.png
Normal file
|
After Width: | Height: | Size: 87 B |
BIN
assets/unpacked/maze/tiles/18.png
Normal file
|
After Width: | Height: | Size: 107 B |
BIN
assets/unpacked/maze/tiles/19.png
Normal file
|
After Width: | Height: | Size: 77 B |
BIN
assets/unpacked/maze/tiles/2.png
Normal file
|
After Width: | Height: | Size: 93 B |
BIN
assets/unpacked/maze/tiles/20.png
Normal file
|
After Width: | Height: | Size: 91 B |
BIN
assets/unpacked/maze/tiles/21.png
Normal file
|
After Width: | Height: | Size: 97 B |
BIN
assets/unpacked/maze/tiles/22.png
Normal file
|
After Width: | Height: | Size: 107 B |
BIN
assets/unpacked/maze/tiles/23.png
Normal file
|
After Width: | Height: | Size: 88 B |
BIN
assets/unpacked/maze/tiles/24.png
Normal file
|
After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/25.png
Normal file
|
After Width: | Height: | Size: 80 B |
BIN
assets/unpacked/maze/tiles/26.png
Normal file
|
After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/27.png
Normal file
|
After Width: | Height: | Size: 93 B |
BIN
assets/unpacked/maze/tiles/28.png
Normal file
|
After Width: | Height: | Size: 89 B |
BIN
assets/unpacked/maze/tiles/29.png
Normal file
|
After Width: | Height: | Size: 90 B |
BIN
assets/unpacked/maze/tiles/3.png
Normal file
|
After Width: | Height: | Size: 87 B |
BIN
assets/unpacked/maze/tiles/30.png
Normal file
|
After Width: | Height: | Size: 79 B |
BIN
assets/unpacked/maze/tiles/31.png
Normal file
|
After Width: | Height: | Size: 100 B |
BIN
assets/unpacked/maze/tiles/32.png
Normal file
|
After Width: | Height: | Size: 98 B |
BIN
assets/unpacked/maze/tiles/33.png
Normal file
|
After Width: | Height: | Size: 96 B |
BIN
assets/unpacked/maze/tiles/34.png
Normal file
|
After Width: | Height: | Size: 100 B |
BIN
assets/unpacked/maze/tiles/4.png
Normal file
|
After Width: | Height: | Size: 105 B |
BIN
assets/unpacked/maze/tiles/5.png
Normal file
|
After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/6.png
Normal file
|
After Width: | Height: | Size: 71 B |
BIN
assets/unpacked/maze/tiles/7.png
Normal file
|
After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/8.png
Normal file
|
After Width: | Height: | Size: 82 B |
BIN
assets/unpacked/maze/tiles/9.png
Normal file
|
After Width: | Height: | Size: 82 B |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
|
Before Width: | Height: | Size: 2.7 KiB |
54
build.rs
Normal file
@@ -0,0 +1,54 @@
|
||||
use std::collections::HashMap;
|
||||
use std::env;
|
||||
use std::fs::File;
|
||||
use std::io::{BufWriter, Write};
|
||||
use std::path::Path;
|
||||
|
||||
use serde::Deserialize;
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
struct AtlasMapper {
|
||||
frames: HashMap<String, MapperFrame>,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, Deserialize)]
|
||||
struct MapperFrame {
|
||||
x: u16,
|
||||
y: u16,
|
||||
width: u16,
|
||||
height: u16,
|
||||
}
|
||||
|
||||
impl MapperFrame {
|
||||
fn to_u16vec2_format(self) -> String {
|
||||
format!(
|
||||
"MapperFrame {{ pos: glam::U16Vec2::new({}, {}), size: glam::U16Vec2::new({}, {}) }}",
|
||||
self.x, self.y, self.width, self.height
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let path = Path::new(&env::var("OUT_DIR").unwrap()).join("atlas_data.rs");
|
||||
let mut file = BufWriter::new(File::create(&path).unwrap());
|
||||
|
||||
let atlas_json = include_str!("./assets/game/atlas.json");
|
||||
let atlas_mapper: AtlasMapper = serde_json::from_str(atlas_json).unwrap();
|
||||
|
||||
writeln!(&mut file, "use phf::phf_map;").unwrap();
|
||||
|
||||
writeln!(&mut file, "use crate::texture::sprite::MapperFrame;").unwrap();
|
||||
|
||||
writeln!(
|
||||
&mut file,
|
||||
"pub static ATLAS_FRAMES: phf::Map<&'static str, MapperFrame> = phf_map! {{"
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
for (name, frame) in atlas_mapper.frames {
|
||||
writeln!(&mut file, " \"{}\" => {},", name, frame.to_u16vec2_format()).unwrap();
|
||||
}
|
||||
|
||||
writeln!(&mut file, "}};").unwrap();
|
||||
println!("cargo:rerun-if-changed=assets/game/atlas.json");
|
||||
}
|
||||
168
src/app.rs
@@ -1,44 +1,43 @@
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use glam::Vec2;
|
||||
use sdl2::event::{Event, WindowEvent};
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
||||
use sdl2::ttf::Sdl2TtfContext;
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
||||
use tracing::{error, event};
|
||||
|
||||
use crate::error::{GameError, GameResult};
|
||||
|
||||
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
|
||||
use crate::game::Game;
|
||||
use crate::platform::get_platform;
|
||||
use crate::platform;
|
||||
use sdl2::{AudioSubsystem, Sdl};
|
||||
|
||||
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
|
||||
///
|
||||
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
|
||||
/// game logic to the contained `Game` instance. The app manages focus state to
|
||||
/// optimize CPU usage when the window loses focus.
|
||||
pub struct App {
|
||||
game: Game,
|
||||
canvas: Canvas<Window>,
|
||||
event_pump: &'static mut EventPump,
|
||||
backbuffer: Texture<'static>,
|
||||
paused: bool,
|
||||
pub game: Game,
|
||||
last_tick: Instant,
|
||||
cursor_pos: Vec2,
|
||||
focused: bool,
|
||||
// Keep SDL alive for the app lifetime so subsystems (audio) are not shut down
|
||||
_sdl_context: Sdl,
|
||||
_audio_subsystem: AudioSubsystem,
|
||||
}
|
||||
|
||||
impl App {
|
||||
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
|
||||
///
|
||||
/// Performs comprehensive initialization including video/audio subsystems,
|
||||
/// window creation with proper scaling, and canvas configuration. All SDL
|
||||
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
|
||||
/// errors from `Game::new()` during game state setup.
|
||||
pub fn new() -> GameResult<Self> {
|
||||
let sdl_context: &'static Sdl = Box::leak(Box::new(sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let video_subsystem: &'static VideoSubsystem =
|
||||
Box::leak(Box::new(sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let _audio_subsystem: &'static AudioSubsystem =
|
||||
Box::leak(Box::new(sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let _ttf_context: &'static Sdl2TtfContext =
|
||||
Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
let event_pump: &'static mut EventPump =
|
||||
Box::leak(Box::new(sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?));
|
||||
|
||||
// Initialize platform-specific console
|
||||
get_platform().init_console()?;
|
||||
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
// TTF context is initialized within Game::new where it is leaked for font usage
|
||||
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
let window = video_subsystem
|
||||
.window(
|
||||
@@ -51,114 +50,59 @@ impl App {
|
||||
.build()
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
let mut canvas = window.into_canvas().build().map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
let mut canvas = window
|
||||
.into_canvas()
|
||||
.accelerated()
|
||||
.build()
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
canvas
|
||||
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
let texture_creator: &'static TextureCreator<WindowContext> = Box::leak(Box::new(canvas.texture_creator()));
|
||||
let texture_creator = canvas.texture_creator();
|
||||
|
||||
let mut game = Game::new(texture_creator)?;
|
||||
let game = Game::new(canvas, texture_creator, event_pump)?;
|
||||
// game.audio.set_mute(cfg!(debug_assertions));
|
||||
|
||||
let mut backbuffer = texture_creator
|
||||
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
backbuffer.set_scale_mode(ScaleMode::Nearest);
|
||||
|
||||
// Initial draw
|
||||
game.draw(&mut canvas, &mut backbuffer)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)
|
||||
.map_err(|e| GameError::Sdl(e.to_string()))?;
|
||||
|
||||
Ok(Self {
|
||||
Ok(App {
|
||||
game,
|
||||
canvas,
|
||||
event_pump,
|
||||
backbuffer,
|
||||
paused: false,
|
||||
focused: true,
|
||||
last_tick: Instant::now(),
|
||||
cursor_pos: Vec2::ZERO,
|
||||
_sdl_context: sdl_context,
|
||||
_audio_subsystem: audio_subsystem,
|
||||
})
|
||||
}
|
||||
|
||||
/// Executes a single frame of the game loop with consistent timing and optional sleep.
|
||||
///
|
||||
/// Calculates delta time since the last frame, runs game logic via `game.tick()`,
|
||||
/// and implements frame rate limiting by sleeping for remaining time if the frame
|
||||
/// completed faster than the target `LOOP_TIME`. Sleep behavior varies based on
|
||||
/// window focus to conserve CPU when the game is not active.
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// `true` if the game should continue running, `false` if the game requested exit.
|
||||
pub fn run(&mut self) -> bool {
|
||||
{
|
||||
let start = Instant::now();
|
||||
|
||||
for event in self.event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Window { win_event, .. } => match win_event {
|
||||
WindowEvent::Hidden => {
|
||||
event!(tracing::Level::DEBUG, "Window hidden");
|
||||
}
|
||||
WindowEvent::Shown => {
|
||||
event!(tracing::Level::DEBUG, "Window shown");
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
// 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),
|
||||
..
|
||||
} => {
|
||||
event!(tracing::Level::INFO, "Exit requested. Exiting...");
|
||||
return false;
|
||||
}
|
||||
Event::KeyDown {
|
||||
keycode: Some(Keycode::P),
|
||||
..
|
||||
} => {
|
||||
self.paused = !self.paused;
|
||||
event!(tracing::Level::INFO, "{}", if self.paused { "Paused" } else { "Unpaused" });
|
||||
}
|
||||
Event::KeyDown {
|
||||
keycode: Some(Keycode::Space),
|
||||
..
|
||||
} => {
|
||||
self.game.toggle_debug_mode();
|
||||
}
|
||||
Event::KeyDown { keycode: Some(key), .. } => {
|
||||
self.game.keyboard_event(key);
|
||||
}
|
||||
Event::MouseMotion { x, y, .. } => {
|
||||
// Convert window coordinates to logical coordinates
|
||||
self.cursor_pos = Vec2::new(x as f32, y as f32);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
let dt = self.last_tick.elapsed().as_secs_f32();
|
||||
self.last_tick = Instant::now();
|
||||
self.last_tick = start;
|
||||
|
||||
if !self.paused {
|
||||
self.game.tick(dt);
|
||||
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, self.cursor_pos)
|
||||
{
|
||||
error!("Failed to present backbuffer: {}", e);
|
||||
}
|
||||
let exit = self.game.tick(dt);
|
||||
|
||||
if exit {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Sleep if we still have time left
|
||||
if start.elapsed() < LOOP_TIME {
|
||||
let time = LOOP_TIME.saturating_sub(start.elapsed());
|
||||
if time != Duration::ZERO {
|
||||
get_platform().sleep(time);
|
||||
platform::sleep(time, self.focused);
|
||||
}
|
||||
} else {
|
||||
event!(
|
||||
tracing::Level::WARN,
|
||||
"Game loop behind schedule by: {:?}",
|
||||
start.elapsed() - LOOP_TIME
|
||||
);
|
||||
}
|
||||
|
||||
true
|
||||
|
||||
35
src/asset.rs
@@ -5,18 +5,28 @@
|
||||
use std::borrow::Cow;
|
||||
use strum_macros::EnumIter;
|
||||
|
||||
/// Enumeration of all game assets with cross-platform loading support.
|
||||
///
|
||||
/// Each variant corresponds to a specific file that can be loaded either from
|
||||
/// binary-embedded data or embedded filesystem (Emscripten).
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
|
||||
pub enum Asset {
|
||||
Wav1,
|
||||
Wav2,
|
||||
Wav3,
|
||||
Wav4,
|
||||
Atlas,
|
||||
AtlasJson,
|
||||
// Add more as needed
|
||||
/// Main sprite atlas containing all game graphics (atlas.png)
|
||||
AtlasImage,
|
||||
/// Terminal Vector font for text rendering (TerminalVector.ttf)
|
||||
Font,
|
||||
}
|
||||
|
||||
impl Asset {
|
||||
/// Returns the relative file path for this asset within the game's asset directory.
|
||||
///
|
||||
/// Paths are consistent across platforms and used by the Emscripten backend
|
||||
/// for filesystem loading. Desktop builds embed assets directly and don't
|
||||
/// use these paths at runtime.
|
||||
#[allow(dead_code)]
|
||||
pub fn path(&self) -> &str {
|
||||
use Asset::*;
|
||||
@@ -25,8 +35,8 @@ impl Asset {
|
||||
Wav2 => "sound/waka/2.ogg",
|
||||
Wav3 => "sound/waka/3.ogg",
|
||||
Wav4 => "sound/waka/4.ogg",
|
||||
Atlas => "atlas.png",
|
||||
AtlasJson => "atlas.json",
|
||||
AtlasImage => "atlas.png",
|
||||
Font => "TerminalVector.ttf",
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -34,10 +44,21 @@ impl Asset {
|
||||
mod imp {
|
||||
use super::*;
|
||||
use crate::error::AssetError;
|
||||
use crate::platform::get_platform;
|
||||
use crate::platform;
|
||||
|
||||
/// Loads asset bytes using the appropriate platform-specific method.
|
||||
///
|
||||
/// On desktop platforms, returns embedded compile-time data via `include_bytes!`.
|
||||
/// On Emscripten, loads from the filesystem using the asset's path. The returned
|
||||
/// `Cow` allows zero-copy access to embedded data while supporting owned data
|
||||
/// when loaded from disk.
|
||||
///
|
||||
/// # Errors
|
||||
///
|
||||
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
|
||||
/// or `AssetError::Io` for filesystem I/O failures.
|
||||
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
|
||||
get_platform().get_asset_bytes(asset)
|
||||
platform::get_asset_bytes(asset)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
23
src/audio.rs
@@ -114,9 +114,11 @@ impl Audio {
|
||||
}
|
||||
}
|
||||
|
||||
/// Plays the "eat" sound effect.
|
||||
/// Plays the next waka eating sound in the cycle of four variants.
|
||||
///
|
||||
/// If audio is disabled or muted, this function does nothing.
|
||||
/// Automatically rotates through the four eating sound assets. The sound plays on channel 0 and the internal sound index
|
||||
/// advances to the next variant. Silently returns if audio is disabled, muted,
|
||||
/// or no sounds were loaded successfully.
|
||||
#[allow(dead_code)]
|
||||
pub fn eat(&mut self) {
|
||||
if self.disabled || self.muted || self.sounds.is_empty() {
|
||||
@@ -136,9 +138,11 @@ impl Audio {
|
||||
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
|
||||
}
|
||||
|
||||
/// Instantly mute or unmute all channels.
|
||||
/// Instantly mutes or unmutes all audio channels by adjusting their volume.
|
||||
///
|
||||
/// If audio is disabled, this function does nothing.
|
||||
/// Sets all 4 mixer channels to zero volume when muting, or restores them to
|
||||
/// their default volume (32) when unmuting. The mute state is tracked internally
|
||||
/// regardless of whether audio is disabled, allowing the state to be preserved.
|
||||
pub fn set_mute(&mut self, mute: bool) {
|
||||
if !self.disabled {
|
||||
let channels = 4;
|
||||
@@ -151,12 +155,19 @@ impl Audio {
|
||||
self.muted = mute;
|
||||
}
|
||||
|
||||
/// Returns `true` if the audio is muted.
|
||||
/// Returns the current mute state regardless of whether audio is functional.
|
||||
///
|
||||
/// This tracks the user's mute preference and will return `true` if muted
|
||||
/// even when the audio system is disabled due to initialization failures.
|
||||
pub fn is_muted(&self) -> bool {
|
||||
self.muted
|
||||
}
|
||||
|
||||
/// Returns `true` if the audio system is disabled.
|
||||
/// Returns whether the audio system failed to initialize and is non-functional.
|
||||
///
|
||||
/// Audio can be disabled due to SDL2_mixer initialization failures, missing
|
||||
/// audio device, or failure to load any sound assets. When disabled, all
|
||||
/// audio operations become no-ops.
|
||||
#[allow(dead_code)]
|
||||
pub fn is_disabled(&self) -> bool {
|
||||
self.disabled
|
||||
|
||||
91
src/bin/timing_demo.rs
Normal file
@@ -0,0 +1,91 @@
|
||||
use circular_buffer::CircularBuffer;
|
||||
use pacman::constants::CANVAS_SIZE;
|
||||
use sdl2::event::Event;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::pixels::Color;
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
fn main() -> Result<(), String> {
|
||||
let sdl_context = sdl2::init()?;
|
||||
let video_subsystem = sdl_context.video()?;
|
||||
|
||||
let window = video_subsystem
|
||||
.window("SDL2 Timing Demo", CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.opengl()
|
||||
.position_centered()
|
||||
.build()
|
||||
.map_err(|e| e.to_string())?;
|
||||
|
||||
let mut canvas = window.into_canvas().accelerated().build().map_err(|e| e.to_string())?;
|
||||
canvas
|
||||
.set_logical_size(CANVAS_SIZE.x, CANVAS_SIZE.y)
|
||||
.map_err(|e| e.to_string())?;
|
||||
|
||||
let mut event_pump = sdl_context.event_pump()?;
|
||||
|
||||
// Store frame timings in milliseconds
|
||||
let mut frame_timings = CircularBuffer::<20_000, f64>::new();
|
||||
let mut last_report_time = Instant::now();
|
||||
let report_interval = Duration::from_millis(500);
|
||||
|
||||
'running: loop {
|
||||
let frame_start_time = Instant::now();
|
||||
|
||||
for event in event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Quit { .. }
|
||||
| Event::KeyDown {
|
||||
keycode: Some(Keycode::Escape),
|
||||
..
|
||||
} => {
|
||||
break 'running;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// Clear the screen
|
||||
canvas.set_draw_color(Color::RGB(0, 0, 0));
|
||||
canvas.clear();
|
||||
canvas.present();
|
||||
|
||||
// Record timing
|
||||
let frame_duration = frame_start_time.elapsed();
|
||||
frame_timings.push_back(frame_duration.as_secs_f64());
|
||||
|
||||
// Report stats every `report_interval`
|
||||
let elapsed = last_report_time.elapsed();
|
||||
if elapsed >= report_interval {
|
||||
if !frame_timings.is_empty() {
|
||||
let count = frame_timings.len() as f64;
|
||||
let sum: f64 = frame_timings.iter().sum();
|
||||
let mean = sum / count;
|
||||
|
||||
let variance = frame_timings
|
||||
.iter()
|
||||
.map(|value| {
|
||||
let diff = mean - value;
|
||||
diff * diff
|
||||
})
|
||||
.sum::<f64>()
|
||||
/ count;
|
||||
let std_dev = variance.sqrt();
|
||||
|
||||
println!(
|
||||
"Rendered {count} frames at {fps:.1} fps (last {elapsed:.2?}): mean={mean:.3?}, std_dev={std_dev:.3?}",
|
||||
count = frame_timings.len(),
|
||||
fps = count / elapsed.as_secs_f64(),
|
||||
elapsed = elapsed,
|
||||
mean = Duration::from_secs_f64(mean),
|
||||
std_dev = Duration::from_secs_f64(std_dev),
|
||||
);
|
||||
}
|
||||
|
||||
// Reset for next interval
|
||||
frame_timings.clear();
|
||||
last_report_time = Instant::now();
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
@@ -4,7 +4,12 @@ use std::time::Duration;
|
||||
|
||||
use glam::UVec2;
|
||||
|
||||
pub const LOOP_TIME: Duration = Duration::from_nanos((1_000_000_000.0 / 60.0) as u64);
|
||||
/// Target frame duration for 60 FPS game loop timing.
|
||||
///
|
||||
/// Calculated as 1/60th of a second (≈16.67ms).
|
||||
///
|
||||
/// Uses integer arithmetic to avoid floating-point precision loss.
|
||||
pub const LOOP_TIME: Duration = Duration::from_nanos(1_000_000_000 / 60);
|
||||
|
||||
/// The size of each cell, in pixels.
|
||||
pub const CELL_SIZE: u32 = 8;
|
||||
@@ -14,34 +19,74 @@ pub const BOARD_CELL_SIZE: UVec2 = UVec2::new(28, 31);
|
||||
/// The scale factor for the window (integer zoom)
|
||||
pub const SCALE: f32 = 2.6;
|
||||
|
||||
/// The offset of the game board from the top-left corner of the window, in cells.
|
||||
/// Game board offset from window origin to reserve space for HUD elements.
|
||||
///
|
||||
/// The 3-cell vertical offset (24 pixels) provides space at the top of the
|
||||
/// screen for score display, player lives, and other UI elements.
|
||||
pub const BOARD_CELL_OFFSET: UVec2 = UVec2::new(0, 3);
|
||||
/// The offset of the game board from the top-left corner of the window, in pixels.
|
||||
|
||||
/// Pixel-space equivalent of `BOARD_CELL_OFFSET` for rendering calculations.
|
||||
///
|
||||
/// Automatically calculated from the cell offset to maintain consistency
|
||||
/// when the cell size changes. Used for positioning sprites and debug overlays.
|
||||
pub const BOARD_PIXEL_OFFSET: UVec2 = UVec2::new(BOARD_CELL_OFFSET.x * CELL_SIZE, BOARD_CELL_OFFSET.y * CELL_SIZE);
|
||||
/// The size of the game board, in pixels.
|
||||
pub const BOARD_PIXEL_SIZE: UVec2 = UVec2::new(BOARD_CELL_SIZE.x * CELL_SIZE, BOARD_CELL_SIZE.y * CELL_SIZE);
|
||||
|
||||
/// Animation timing constants for ghost state management
|
||||
pub mod animation {
|
||||
/// Normal ghost movement animation speed (ticks per frame at 60 ticks/sec)
|
||||
pub const GHOST_NORMAL_SPEED: u16 = 12;
|
||||
/// Eaten ghost (eyes) animation speed (ticks per frame at 60 ticks/sec)
|
||||
pub const GHOST_EATEN_SPEED: u16 = 6;
|
||||
/// Frightened ghost animation speed (ticks per frame at 60 ticks/sec)
|
||||
pub const GHOST_FRIGHTENED_SPEED: u16 = 12;
|
||||
|
||||
/// Time in ticks when frightened ghosts start flashing (2 seconds at 60 FPS)
|
||||
pub const FRIGHTENED_FLASH_START_TICKS: u32 = 120;
|
||||
}
|
||||
/// The size of the canvas, in pixels.
|
||||
pub const CANVAS_SIZE: UVec2 = UVec2::new(
|
||||
(BOARD_CELL_SIZE.x + BOARD_CELL_OFFSET.x) * CELL_SIZE,
|
||||
(BOARD_CELL_SIZE.y + BOARD_CELL_OFFSET.y) * CELL_SIZE,
|
||||
);
|
||||
|
||||
/// An enum representing the different types of tiles on the map.
|
||||
/// Collider size constants for different entity types
|
||||
pub mod collider {
|
||||
use super::CELL_SIZE;
|
||||
|
||||
/// Collider size for player and ghosts (1.375x cell size)
|
||||
pub const PLAYER_GHOST_SIZE: f32 = CELL_SIZE as f32 * 1.375;
|
||||
/// Collider size for pellets (0.4x cell size)
|
||||
pub const PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.4;
|
||||
/// Collider size for power pellets/energizers (0.95x cell size)
|
||||
pub const POWER_PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.95;
|
||||
}
|
||||
|
||||
/// UI and rendering constants
|
||||
pub mod ui {
|
||||
/// Debug font size in points
|
||||
pub const DEBUG_FONT_SIZE: u16 = 12;
|
||||
/// Power pellet blink rate in seconds
|
||||
pub const POWER_PELLET_BLINK_RATE: f32 = 0.2;
|
||||
}
|
||||
|
||||
/// Map tile types that define gameplay behavior and collision properties.
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub enum MapTile {
|
||||
/// An empty tile.
|
||||
/// Traversable space with no collectible items
|
||||
Empty,
|
||||
/// A wall tile.
|
||||
Wall,
|
||||
/// A regular pellet.
|
||||
/// Small collectible. Implicitly a traversable tile.
|
||||
Pellet,
|
||||
/// A power pellet.
|
||||
/// Large collectible. Implicitly a traversable tile.
|
||||
PowerPellet,
|
||||
/// A tunnel tile.
|
||||
/// Special traversable tile that connects to tunnel portals.
|
||||
Tunnel,
|
||||
}
|
||||
|
||||
/// The raw layout of the game board, as a 2D array of characters.
|
||||
/// ASCII art representation of the classic Pac-Man maze layout.
|
||||
///
|
||||
/// Uses character symbols to define the game world. This layout is parsed by `MapTileParser`
|
||||
/// to generate the navigable graph and collision geometry.
|
||||
pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
|
||||
"############################",
|
||||
"#............##............#",
|
||||
@@ -75,3 +120,17 @@ pub const RAW_BOARD: [&str; BOARD_CELL_SIZE.y as usize] = [
|
||||
"#..........................#",
|
||||
"############################",
|
||||
];
|
||||
|
||||
/// Game initialization constants
|
||||
pub mod startup {
|
||||
/// Number of frames for the startup sequence (3 seconds at 60 FPS)
|
||||
pub const STARTUP_FRAMES: u32 = 60 * 3;
|
||||
/// Number of ticks per frame during startup
|
||||
pub const STARTUP_TICKS_PER_FRAME: u32 = 60;
|
||||
}
|
||||
|
||||
/// Game mechanics constants
|
||||
pub mod mechanics {
|
||||
/// Player movement speed multiplier
|
||||
pub const PLAYER_SPEED: f32 = 1.15;
|
||||
}
|
||||
|
||||
@@ -1,128 +0,0 @@
|
||||
use smallvec::SmallVec;
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::entity::traversal::Position;
|
||||
|
||||
/// Trait for entities that can participate in collision detection.
|
||||
pub trait Collidable {
|
||||
/// Returns the current position of this entity.
|
||||
fn position(&self) -> Position;
|
||||
|
||||
/// Checks if this entity is colliding with another entity.
|
||||
#[allow(dead_code)]
|
||||
fn is_colliding_with(&self, other: &dyn Collidable) -> bool {
|
||||
positions_overlap(&self.position(), &other.position())
|
||||
}
|
||||
}
|
||||
|
||||
/// System for tracking entities by their positions for efficient collision detection.
|
||||
#[derive(Default)]
|
||||
pub struct CollisionSystem {
|
||||
/// Maps node IDs to lists of entity IDs that are at that node
|
||||
node_entities: HashMap<usize, Vec<EntityId>>,
|
||||
/// Maps entity IDs to their current positions
|
||||
entity_positions: HashMap<EntityId, Position>,
|
||||
/// Next available entity ID
|
||||
next_id: EntityId,
|
||||
}
|
||||
|
||||
/// Unique identifier for an entity in the collision system
|
||||
pub type EntityId = u32;
|
||||
|
||||
impl CollisionSystem {
|
||||
/// Registers an entity with the collision system and returns its ID
|
||||
pub fn register_entity(&mut self, position: Position) -> EntityId {
|
||||
let id = self.next_id;
|
||||
self.next_id += 1;
|
||||
|
||||
self.entity_positions.insert(id, position);
|
||||
self.update_node_entities(id, position);
|
||||
|
||||
id
|
||||
}
|
||||
|
||||
/// Updates an entity's position
|
||||
pub fn update_position(&mut self, entity_id: EntityId, new_position: Position) {
|
||||
if let Some(old_position) = self.entity_positions.get(&entity_id) {
|
||||
// Remove from old nodes
|
||||
self.remove_from_nodes(entity_id, *old_position);
|
||||
}
|
||||
|
||||
// Update position and add to new nodes
|
||||
self.entity_positions.insert(entity_id, new_position);
|
||||
self.update_node_entities(entity_id, new_position);
|
||||
}
|
||||
|
||||
/// Removes an entity from the collision system
|
||||
#[allow(dead_code)]
|
||||
pub fn remove_entity(&mut self, entity_id: EntityId) {
|
||||
if let Some(position) = self.entity_positions.remove(&entity_id) {
|
||||
self.remove_from_nodes(entity_id, position);
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets all entity IDs at a specific node
|
||||
pub fn entities_at_node(&self, node: usize) -> &[EntityId] {
|
||||
self.node_entities.get(&node).map(|v| v.as_slice()).unwrap_or(&[])
|
||||
}
|
||||
|
||||
/// Gets all entity IDs that could collide with an entity at the given position
|
||||
pub fn potential_collisions(&self, position: &Position) -> Vec<EntityId> {
|
||||
let mut collisions = Vec::new();
|
||||
let nodes = get_nodes(position);
|
||||
|
||||
for node in nodes {
|
||||
collisions.extend(self.entities_at_node(node));
|
||||
}
|
||||
|
||||
// Remove duplicates
|
||||
collisions.sort_unstable();
|
||||
collisions.dedup();
|
||||
collisions
|
||||
}
|
||||
|
||||
/// Updates the node_entities map when an entity's position changes
|
||||
fn update_node_entities(&mut self, entity_id: EntityId, position: Position) {
|
||||
let nodes = get_nodes(&position);
|
||||
for node in nodes {
|
||||
self.node_entities.entry(node).or_default().push(entity_id);
|
||||
}
|
||||
}
|
||||
|
||||
/// Removes an entity from all nodes it was previously at
|
||||
fn remove_from_nodes(&mut self, entity_id: EntityId, position: Position) {
|
||||
let nodes = get_nodes(&position);
|
||||
for node in nodes {
|
||||
if let Some(entities) = self.node_entities.get_mut(&node) {
|
||||
entities.retain(|&id| id != entity_id);
|
||||
if entities.is_empty() {
|
||||
self.node_entities.remove(&node);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Checks if two positions overlap (entities are at the same location).
|
||||
fn positions_overlap(a: &Position, b: &Position) -> bool {
|
||||
let a_nodes = get_nodes(a);
|
||||
let b_nodes = get_nodes(b);
|
||||
|
||||
// Check if any nodes overlap
|
||||
a_nodes.iter().any(|a_node| b_nodes.contains(a_node))
|
||||
|
||||
// TODO: More complex overlap detection, the above is a simple check, but it could become an early filter for more precise calculations later
|
||||
}
|
||||
|
||||
/// Gets all nodes that an entity is currently at or between.
|
||||
fn get_nodes(pos: &Position) -> SmallVec<[usize; 2]> {
|
||||
let mut nodes = SmallVec::new();
|
||||
match pos {
|
||||
Position::AtNode(node) => nodes.push(*node),
|
||||
Position::BetweenNodes { from, to, .. } => {
|
||||
nodes.push(*from);
|
||||
nodes.push(*to);
|
||||
}
|
||||
}
|
||||
nodes
|
||||
}
|
||||
@@ -1,254 +0,0 @@
|
||||
//! Ghost entity implementation.
|
||||
//!
|
||||
//! This module contains the ghost character logic, including movement,
|
||||
//! animation, and rendering. Ghosts move through the game graph using
|
||||
//! a traverser and display directional animated textures.
|
||||
|
||||
use pathfinding::prelude::dijkstra;
|
||||
use rand::prelude::*;
|
||||
use smallvec::SmallVec;
|
||||
use tracing::error;
|
||||
|
||||
use crate::entity::{
|
||||
collision::Collidable,
|
||||
direction::Direction,
|
||||
graph::{Edge, EdgePermissions, Graph, NodeId},
|
||||
r#trait::Entity,
|
||||
traversal::Traverser,
|
||||
};
|
||||
use crate::texture::animated::AnimatedTexture;
|
||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
|
||||
use crate::error::{EntityError, GameError, GameResult, TextureError};
|
||||
|
||||
/// Determines if a ghost can traverse a given edge.
|
||||
///
|
||||
/// Ghosts can move through edges that allow all entities or ghost-only edges.
|
||||
fn can_ghost_traverse(edge: Edge) -> bool {
|
||||
matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly)
|
||||
}
|
||||
|
||||
/// The four classic ghost types.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum GhostType {
|
||||
Blinky,
|
||||
Pinky,
|
||||
Inky,
|
||||
Clyde,
|
||||
}
|
||||
|
||||
impl GhostType {
|
||||
/// Returns the ghost type name for atlas lookups.
|
||||
pub fn as_str(self) -> &'static str {
|
||||
match self {
|
||||
GhostType::Blinky => "blinky",
|
||||
GhostType::Pinky => "pinky",
|
||||
GhostType::Inky => "inky",
|
||||
GhostType::Clyde => "clyde",
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the base movement speed for this ghost type.
|
||||
pub fn base_speed(self) -> f32 {
|
||||
match self {
|
||||
GhostType::Blinky => 1.0,
|
||||
GhostType::Pinky => 0.95,
|
||||
GhostType::Inky => 0.9,
|
||||
GhostType::Clyde => 0.85,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A ghost entity that roams the game world.
|
||||
///
|
||||
/// Ghosts move through the game world using a graph-based navigation system
|
||||
/// and display directional animated sprites. They randomly choose directions
|
||||
/// at each intersection.
|
||||
pub struct Ghost {
|
||||
/// Handles movement through the game graph
|
||||
pub traverser: Traverser,
|
||||
/// The type of ghost (affects appearance and speed)
|
||||
pub ghost_type: GhostType,
|
||||
/// Manages directional animated textures for different movement states
|
||||
texture: DirectionalAnimatedTexture,
|
||||
/// Current movement speed
|
||||
speed: f32,
|
||||
}
|
||||
|
||||
impl Entity for Ghost {
|
||||
fn traverser(&self) -> &Traverser {
|
||||
&self.traverser
|
||||
}
|
||||
|
||||
fn traverser_mut(&mut self) -> &mut Traverser {
|
||||
&mut self.traverser
|
||||
}
|
||||
|
||||
fn texture(&self) -> &DirectionalAnimatedTexture {
|
||||
&self.texture
|
||||
}
|
||||
|
||||
fn texture_mut(&mut self) -> &mut DirectionalAnimatedTexture {
|
||||
&mut self.texture
|
||||
}
|
||||
|
||||
fn speed(&self) -> f32 {
|
||||
self.speed
|
||||
}
|
||||
|
||||
fn can_traverse(&self, edge: Edge) -> bool {
|
||||
can_ghost_traverse(edge)
|
||||
}
|
||||
|
||||
fn tick(&mut self, dt: f32, graph: &Graph) {
|
||||
// Choose random direction when at a node
|
||||
if self.traverser.position.is_at_node() {
|
||||
self.choose_random_direction(graph);
|
||||
}
|
||||
|
||||
if let Err(e) = self.traverser.advance(graph, dt * 60.0 * self.speed, &can_ghost_traverse) {
|
||||
error!("Ghost movement error: {}", e);
|
||||
}
|
||||
self.texture.tick(dt);
|
||||
}
|
||||
}
|
||||
|
||||
impl Ghost {
|
||||
/// Creates a new ghost instance at the specified starting node.
|
||||
///
|
||||
/// Sets up animated textures for all four directions with moving and stopped states.
|
||||
/// The moving animation cycles through two sprite variants.
|
||||
pub fn new(graph: &Graph, start_node: NodeId, ghost_type: GhostType, atlas: &SpriteAtlas) -> GameResult<Self> {
|
||||
let mut textures = [None, None, None, None];
|
||||
let mut stopped_textures = [None, None, None, None];
|
||||
|
||||
for direction in Direction::DIRECTIONS {
|
||||
let moving_prefix = match direction {
|
||||
Direction::Up => "up",
|
||||
Direction::Down => "down",
|
||||
Direction::Left => "left",
|
||||
Direction::Right => "right",
|
||||
};
|
||||
let moving_tiles = vec![
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
moving_prefix,
|
||||
"a"
|
||||
)))
|
||||
})?,
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "b"))
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
moving_prefix,
|
||||
"b"
|
||||
)))
|
||||
})?,
|
||||
];
|
||||
|
||||
let stopped_tiles =
|
||||
vec![
|
||||
SpriteAtlas::get_tile(atlas, &format!("ghost/{}/{}_{}.png", ghost_type.as_str(), moving_prefix, "a"))
|
||||
.ok_or_else(|| {
|
||||
GameError::Texture(TextureError::AtlasTileNotFound(format!(
|
||||
"ghost/{}/{}_{}.png",
|
||||
ghost_type.as_str(),
|
||||
moving_prefix,
|
||||
"a"
|
||||
)))
|
||||
})?,
|
||||
];
|
||||
|
||||
textures[direction.as_usize()] = Some(AnimatedTexture::new(moving_tiles, 0.2)?);
|
||||
stopped_textures[direction.as_usize()] = Some(AnimatedTexture::new(stopped_tiles, 0.1)?);
|
||||
}
|
||||
|
||||
Ok(Self {
|
||||
traverser: Traverser::new(graph, start_node, Direction::Left, &can_ghost_traverse),
|
||||
ghost_type,
|
||||
texture: DirectionalAnimatedTexture::new(textures, stopped_textures),
|
||||
speed: ghost_type.base_speed(),
|
||||
})
|
||||
}
|
||||
|
||||
/// Chooses a random available direction at the current intersection.
|
||||
fn choose_random_direction(&mut self, graph: &Graph) {
|
||||
let current_node = self.traverser.position.from_node_id();
|
||||
let intersection = &graph.adjacency_list[current_node];
|
||||
|
||||
// Collect all available directions
|
||||
let mut available_directions = SmallVec::<[_; 4]>::new();
|
||||
for direction in Direction::DIRECTIONS {
|
||||
if let Some(edge) = intersection.get(direction) {
|
||||
if can_ghost_traverse(edge) {
|
||||
available_directions.push(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Choose a random direction (avoid reversing unless necessary)
|
||||
if !available_directions.is_empty() {
|
||||
let mut rng = SmallRng::from_os_rng();
|
||||
|
||||
// Filter out the opposite direction if possible, but allow it if we have limited options
|
||||
let opposite = self.traverser.direction.opposite();
|
||||
let filtered_directions: Vec<_> = available_directions
|
||||
.iter()
|
||||
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
|
||||
.collect();
|
||||
|
||||
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
|
||||
self.traverser.set_next_direction(*random_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Calculates the shortest path from the ghost's current position to a target node using Dijkstra's algorithm.
|
||||
///
|
||||
/// Returns a vector of NodeIds representing the path, or an error if pathfinding fails.
|
||||
/// The path includes the current node and the target node.
|
||||
pub fn calculate_path_to_target(&self, graph: &Graph, target: NodeId) -> GameResult<Vec<NodeId>> {
|
||||
let start_node = self.traverser.position.from_node_id();
|
||||
|
||||
// Use Dijkstra's algorithm to find the shortest path
|
||||
let result = dijkstra(
|
||||
&start_node,
|
||||
|&node_id| {
|
||||
// Get all edges from the current node
|
||||
graph.adjacency_list[node_id]
|
||||
.edges()
|
||||
.filter(|edge| can_ghost_traverse(*edge))
|
||||
.map(|edge| (edge.target, (edge.distance * 100.0) as u32))
|
||||
.collect::<Vec<_>>()
|
||||
},
|
||||
|&node_id| node_id == target,
|
||||
);
|
||||
|
||||
result.map(|(path, _cost)| path).ok_or_else(|| {
|
||||
GameError::Entity(EntityError::PathfindingFailed(format!(
|
||||
"No path found from node {} to target {}",
|
||||
start_node, target
|
||||
)))
|
||||
})
|
||||
}
|
||||
|
||||
/// Returns the ghost's color for debug rendering.
|
||||
pub fn debug_color(&self) -> sdl2::pixels::Color {
|
||||
match self.ghost_type {
|
||||
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
|
||||
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
|
||||
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
|
||||
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Collidable for Ghost {
|
||||
fn position(&self) -> crate::entity::traversal::Position {
|
||||
self.traverser.position
|
||||
}
|
||||
}
|
||||