mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 06:07:46 -06:00
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4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 95298fbc00 | |||
| fe18eafbaf | |||
| 60eaa428ac | |||
| 18eaeee19e |
@@ -9,6 +9,6 @@ edition = "2021"
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lazy_static = "1.4.0"
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lazy_static = "1.4.0"
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sdl2 = { version = "0.35", features = ["image", "ttf", "mixer"] }
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sdl2 = { version = "0.35", features = ["image", "ttf", "mixer"] }
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spin_sleep = "1.1.1"
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spin_sleep = "1.1.1"
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tracing = "0.1.37"
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tracing = { version = "0.1.37", features = ["max_level_debug", "release_max_level_warn"]}
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tracing-error = "0.2.0"
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tracing-error = "0.2.0"
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tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
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tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
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@@ -38,11 +38,13 @@ impl<'a> AnimatedTexture<'a> {
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}
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}
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}
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}
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// Get the current frame number
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fn current_frame(&self) -> u32 {
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fn current_frame(&self) -> u32 {
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self.ticker / self.ticks_per_frame
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self.ticker / self.ticks_per_frame
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}
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}
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fn next_frame(&mut self) {
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// Move to the next frame. If we are at the end of the animation, reverse the direction
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pub fn tick(&mut self) {
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if self.reversed {
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if self.reversed {
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self.ticker -= 1;
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self.ticker -= 1;
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@@ -58,9 +60,14 @@ impl<'a> AnimatedTexture<'a> {
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}
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}
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}
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}
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fn get_frame_rect(&self) -> Rect {
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// Calculate the frame rect (portion of the texture to render) for the given frame.
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fn get_frame_rect(&self, frame: u32) -> Rect {
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if frame >= self.frame_count {
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panic!("Frame {} is out of bounds for this texture", frame);
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}
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Rect::new(
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Rect::new(
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self.current_frame() as i32 * self.frame_width as i32,
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frame as i32 * self.frame_width as i32,
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0,
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0,
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self.frame_width,
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self.frame_width,
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self.frame_height,
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self.frame_height,
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@@ -73,7 +80,18 @@ impl<'a> AnimatedTexture<'a> {
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position: (i32, i32),
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position: (i32, i32),
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direction: Direction,
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direction: Direction,
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) {
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) {
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let frame_rect = self.get_frame_rect();
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self.render_static(canvas, position, direction, Some(self.current_frame()));
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self.tick();
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}
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pub fn render_static(
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&mut self,
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canvas: &mut Canvas<Window>,
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position: (i32, i32),
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direction: Direction,
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frame: Option<u32>,
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) {
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let frame_rect = self.get_frame_rect(frame.unwrap_or(self.current_frame()));
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let position_rect = Rect::new(
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let position_rect = Rect::new(
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position.0 + self.offset.0,
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position.0 + self.offset.0,
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position.1 + self.offset.1,
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position.1 + self.offset.1,
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@@ -92,7 +110,5 @@ impl<'a> AnimatedTexture<'a> {
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false,
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false,
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)
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)
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.expect("Could not render texture on canvas");
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.expect("Could not render texture on canvas");
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self.next_frame();
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}
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}
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}
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}
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@@ -1,3 +1,5 @@
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use sdl2::keyboard::Keycode;
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub enum Direction {
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pub enum Direction {
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Up,
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Up,
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@@ -24,4 +26,18 @@ impl Direction {
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Direction::Up => (0, -1),
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Direction::Up => (0, -1),
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}
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}
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}
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}
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pub fn from_keycode(keycode: Keycode) -> Option<Direction> {
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match keycode {
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Keycode::D => Some(Direction::Right),
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Keycode::Right => Some(Direction::Right),
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Keycode::A => Some(Direction::Left),
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Keycode::Left => Some(Direction::Left),
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Keycode::W => Some(Direction::Up),
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Keycode::Up => Some(Direction::Up),
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Keycode::S => Some(Direction::Down),
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Keycode::Down => Some(Direction::Down),
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_ => None,
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}
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}
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}
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}
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@@ -1,22 +1,44 @@
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pub struct SpeedModulator {
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/// A tick modulator allows you to slow down operations by a percentage.
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///
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/// Unfortunately, switching to floating point numbers for entities can induce floating point errors, slow down calculations
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/// and make the game less deterministic. This is why we use a speed modulator instead.
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/// Additionally, with small integers, lowering the speed by a percentage is not possible. For example, if we have a speed of 2,
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/// and we want to slow it down by 10%, we would need to slow it down by 0.2. However, since we are using integers, we can't.
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/// The only amount you can slow it down by is 1, which is 50% of the speed.
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///
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/// The basic principle of the Speed Modulator is to instead 'skip' movement ticks every now and then.
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/// At 60 ticks per second, skips could happen several times per second, or once every few seconds.
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/// Whatever it be, as long as the tick rate is high enough, the human eye will not be able to tell the difference.
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///
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/// For example, if we want to slow down the speed by 10%, we would need to skip every 10th tick.
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pub trait TickModulator {
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fn new(percent: f32) -> Self;
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fn next(&mut self) -> bool;
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}
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pub struct SimpleTickModulator {
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tick_count: u32,
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tick_count: u32,
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ticks_left: u32,
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ticks_left: u32,
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}
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}
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impl SpeedModulator {
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// TODO: Add tests
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pub fn new(percent: f32) -> Self {
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// TODO: Look into average precision, binary code modulation strategy
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impl TickModulator for SimpleTickModulator {
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fn new(percent: f32) -> Self {
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let ticks_required: u32 = (1f32 / (1f32 - percent)).round() as u32;
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let ticks_required: u32 = (1f32 / (1f32 - percent)).round() as u32;
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SpeedModulator {
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SimpleTickModulator {
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tick_count: ticks_required,
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tick_count: ticks_required,
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ticks_left: ticks_required,
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ticks_left: ticks_required,
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}
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}
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}
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}
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pub fn next(&mut self) -> bool {
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fn next(&mut self) -> bool {
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self.ticks_left -= 1;
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self.ticks_left -= 1;
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// Return whether or not we should skip this tick
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if self.ticks_left == 0 {
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if self.ticks_left == 0 {
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// We've reached the tick to skip, reset the counter
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self.ticks_left = self.tick_count;
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self.ticks_left = self.tick_count;
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false
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false
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} else {
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} else {
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