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https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 05:15:49 -06:00
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7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| bf8370ef35 | |||
| c71b6d69ab | |||
| a7e87c18a3 | |||
| 95298fbc00 | |||
| fe18eafbaf | |||
| 60eaa428ac | |||
| 18eaeee19e |
@@ -9,6 +9,6 @@ edition = "2021"
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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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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-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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// Get the current frame number
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fn current_frame(&self) -> u32 {
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self.ticker / self.ticks_per_frame
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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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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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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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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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self.frame_width,
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self.frame_height,
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@@ -73,7 +80,35 @@ impl<'a> AnimatedTexture<'a> {
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position: (i32, i32),
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direction: Direction,
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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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// Functions like render, but only ticks the animation until the given frame is reached.
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pub fn render_until(
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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: u32,
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) {
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let current = self.current_frame();
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self.render_static(canvas, position, direction, Some(current));
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if frame != current {
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self.tick();
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}
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}
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// Renders a specific frame of the animation. Defaults to the current frame.
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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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position.0 + self.offset.0,
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position.1 + self.offset.1,
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@@ -92,7 +127,5 @@ impl<'a> AnimatedTexture<'a> {
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false,
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)
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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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@@ -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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pub enum Direction {
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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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}
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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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@@ -101,6 +101,10 @@ impl Game<'_> {
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}
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}
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}
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// Draw the next cell
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let next_cell = self.pacman.next_cell(None);
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self.draw_cell((next_cell.0 as u32, next_cell.1 as u32), Color::YELLOW);
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}
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self.canvas.present();
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29
src/main.rs
29
src/main.rs
@@ -5,6 +5,8 @@ use sdl2::event::{Event};
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use sdl2::keyboard::Keycode;
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use std::time::{Duration, Instant};
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use spin_sleep::sleep;
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use tracing_error::ErrorLayer;
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use tracing_subscriber::layer::SubscriberExt;
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#[cfg(target_os = "emscripten")]
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pub mod emscripten;
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@@ -16,6 +18,7 @@ mod entity;
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mod game;
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mod pacman;
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mod modulation;
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mod map;
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#[cfg(target_os = "emscripten")]
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mod emscripten;
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@@ -25,18 +28,12 @@ pub fn main() {
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let video_subsystem = sdl_context.video().unwrap();
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// Setup tracing
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#[cfg(debug_assertions)]
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{
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use tracing_error::ErrorLayer;
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use tracing_subscriber::layer::SubscriberExt;
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let subscriber = tracing_subscriber::fmt()
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.with_max_level(tracing::Level::DEBUG)
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.finish()
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.with(ErrorLayer::default());
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let subscriber = tracing_subscriber::fmt()
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.with_max_level(tracing::Level::DEBUG)
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.finish()
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.with(ErrorLayer::default());
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tracing::subscriber::set_global_default(subscriber).expect("Could not set global default");
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}
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tracing::subscriber::set_global_default(subscriber).expect("Could not set global default");
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let window = video_subsystem
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.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
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@@ -83,7 +80,10 @@ pub fn main() {
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| Event::KeyDown {
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keycode: Some(Keycode::Escape) | Some(Keycode::Q),
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..
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} => return false,
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} => {
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event!(tracing::Level::INFO, "Exit requested. Exiting...");
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return false
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},
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Event::KeyDown { keycode, .. } => {
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game.keyboard_event(keycode.unwrap());
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}
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@@ -108,8 +108,8 @@ pub fn main() {
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tick_no += 1;
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if tick_no % (60 * 5) == 0 {
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let average_fps = tick_no as f32 / last_averaging_time.elapsed().as_secs_f32();
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if tick_no % (60 * 60) == 0 || tick_no == (60 * 2) {
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let average_fps = (tick_no % (60 * 60)) as f32 / last_averaging_time.elapsed().as_secs_f32();
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let average_sleep = sleep_time / tick_no;
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let average_process = loop_time - average_sleep;
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@@ -123,7 +123,6 @@ pub fn main() {
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sleep_time = Duration::ZERO;
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last_averaging_time = Instant::now();
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tick_no = 0;
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}
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true
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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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ticks_left: u32,
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}
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impl SpeedModulator {
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pub fn new(percent: f32) -> Self {
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// TODO: Add tests
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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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SpeedModulator {
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SimpleTickModulator {
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tick_count: ticks_required,
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ticks_left: ticks_required,
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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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// Return whether or not we should skip this tick
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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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false
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} else {
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@@ -34,6 +34,11 @@ impl Pacman<'_> {
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}
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pub fn render(&mut self, canvas: &mut Canvas<Window>) {
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// When stopped, render the last frame of the animation
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if self.stopped {
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self.sprite
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.render_until(canvas, self.position, self.direction, 2);
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} else {
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self.sprite.render(canvas, self.position, self.direction);
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}
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Reference in New Issue
Block a user