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31 Commits

Author SHA1 Message Date
44d8184d8b feat: downloading in Windows build process, cleaning script 2025-06-17 11:54:13 -05:00
0630fc56ec fix: key stealing, disable Emscripten module, disable colored ANSI for emscripten builds 2025-06-17 11:54:13 -05:00
98d8960c57 docs(story): begin documenting project story/history 2025-06-17 11:54:13 -05:00
394344c11f docs: experimental scoreboard concept 2025-06-17 11:54:13 -05:00
93ba470ce9 fix: progress on reproducible Windows builds, disable script tracing 2025-06-17 11:54:13 -05:00
129aed0ffb docs: add more TODOs 2025-06-17 11:54:13 -05:00
e062ada301 chore: remove old windows build/serve scripts 2025-06-17 11:54:13 -05:00
af57199915 fix: center canvas, make background black 2025-06-17 11:54:13 -05:00
538cf1efb5 chore: copy .data file directly, remove locateFile step 2025-06-17 11:54:13 -05:00
03b2c5a659 ci: cleanup build script 2025-06-17 11:54:13 -05:00
64e226be70 ci: properly create deps folder for pacman.data during build 2025-06-17 11:54:13 -05:00
f998ddd344 docs: add build details 2025-06-17 11:54:13 -05:00
b2ad8e7afe ci: add permisions for deployment job 2025-06-17 11:54:13 -05:00
799d5d85e8 ci: add action-based deploy with artifacts 2025-06-17 11:54:13 -05:00
9730d02da5 ci: fix build-wasm execution permissions 2025-06-17 11:54:13 -05:00
f634beffee fix(wasm): remove unnecessary emscripten looping 2025-06-17 11:54:13 -05:00
d15dbe3982 ci: prepare proper build script, move script into /scripts, move index.html into /assets 2025-06-17 11:54:13 -05:00
de5cddd9b6 fix(wasm): wasm32-unknown-emscripten compiler flags 2025-06-17 11:54:13 -05:00
e3f37ab48e ci: target proper version of Emscripten (1.39.20) 2025-06-17 11:54:13 -05:00
3dd8d5aff7 chore: increase stat reporting period to 60 seconds 2025-06-17 11:54:13 -05:00
ad084d1cd8 feat: add pausing functionality, clean up statistic calculations 2025-06-17 11:54:13 -05:00
852e54f1bf chore: rust-fmt entire project 2025-06-17 11:54:13 -05:00
a62ddab9af fix: prevent changing direction into walls 2025-06-17 11:54:13 -05:00
50d0bc7d5f refactor: simplify keyboard event direction change logic in Game 2025-06-17 11:54:13 -05:00
2c6045aa1b feat: add map struct, overhaul stored map representation 2025-06-17 11:54:13 -05:00
bf8370ef35 feat: sprite frame pinning, conditional on stopped PacMan 2025-06-17 11:54:13 -05:00
c71b6d69ab fix: always use tracing, provide timing info 2s in + every 60s first 2025-06-17 11:54:13 -05:00
a7e87c18a3 feat: pacman next cell debug func 2025-06-17 11:54:13 -05:00
95298fbc00 feat: keycode to direction utility function 2025-06-17 11:54:13 -05:00
fe18eafbaf chore: doc & expose TickModulator trait, rename speed to tick 2025-06-17 11:54:13 -05:00
60eaa428ac reformat: improve AnimatedTexture API with paused animation abilities 2025-06-17 11:54:13 -05:00
23 changed files with 497 additions and 208 deletions

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@@ -1,4 +1,9 @@
[target.wasm32-unknown-emscripten]
# TODO: Document what the fuck this is.
rustflags = [
"--use-preload-plugins --preload-file assets -s USE_SDL=2 -s USE_SDL_IMAGE=2 -s ASSERTIONS=1",
]
"-O", "-C", "link-args=-O2 --profiling",
#"-C", "link-args=-O3 --closure 1",
"-C", "link-args=-sASYNCIFY -sALLOW_MEMORY_GROWTH=1",
"-C", "link-args=-sUSE_SDL=2 -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS=['png']",
"-C", "link-args=--preload-file assets/ -lidbfs.js",
]

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@@ -1,28 +1,38 @@
name: Github Pages
on: [push]
permissions:
contents: write
jobs:
build-github-pages:
deploy:
runs-on: ubuntu-latest
permissions:
pages: write
id-token: write
steps:
- uses: actions/checkout@v2 # repo checkout
- uses: mymindstorm/setup-emsdk@v11 # setup emscripten toolchain
# with:
# version: 3.1.35
with:
version: 1.39.20
- uses: actions-rs/toolchain@v1 # get rust toolchain for wasm
with:
toolchain: stable
target: wasm32-unknown-emscripten
override: true
# TODO: Update to v2
- name: Rust Cache # cache the rust build artefacts
uses: Swatinem/rust-cache@v1
- name: Build # build
run: ./build.sh
- name: Deploy
uses: JamesIves/github-pages-deploy-action@v4
run: ./scripts/build-wasm.sh
- name: Upload Artifact
uses: actions/upload-pages-artifact@v2
with:
folder: dist
path: './dist/'
retention-days: 7
- name: Deploy
uses: actions/deploy-pages@v2

7
BUILD.md Normal file
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@@ -0,0 +1,7 @@
# Building Pac-Man
## GitHub Actions Workflow
1. Build workflow produces executables & WASM files for all platforms
2. Uploaded as artifacts
3. Deployment workflow downloads artifacts and uploads to GitHub Pages

View File

@@ -23,6 +23,9 @@ at.
- More than 4 ghosts
- Custom Level Generation
- Multi-map tunnelling
- Online Scoreboard
- WebAssembly build contains a special API key for communicating with server.
- To prevent abuse, the server will only accept scores from the WebAssembly build.
## Installation

54
STORY.md Normal file
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@@ -0,0 +1,54 @@
# Story
This is living document that describes the story of the project, from inspiration to solution.
When a website is available, this document will help curate it's content.
## Inspiration
I initially got the idea for this project after finding a video about another Pac-Man clone on YouTube.
[![Code Review Thumbnail][code-review-thumbnail]][code-review-video]
This implementation was written in C++, used SDL2 for graphics, and was kinda weird - but it worked.
- I think it was weird because the way it linked files together is extremely non-standard.
Essentially, it was a single file that included all the other files. This is not how C++ projects are typically structured.
- This implementation was also extremely dependent on OOP; Rust has no real counterpart for OOP code, so writing my own implementation would be a challenge.
## Lifetimes
Rust's SDL2 implementation is a wrapper around the C library, so it's not as nice as the C++ implementation.
Additionally, lifetimes in this library are a bit weird, making them quite difficult to deal with.
I found a whole blog post complaining about this ([1][fighting-lifetimes-1], [2][fighting-lifetimes-2], [3][fighting-lifetimes-3]), so I'm not alone in this.
## Emscripten & RuggRogue
One of the targets for this project is to build a web-accessible version of the game. If you were watching at all during
the Rust hype, one of it's primary selling points was a growing community of Rust-based web applications, thanks to
WebAssembly.
The problem is that much of this work was done for pure-Rust applications - and SDL is C++.
This requires a C++ WebAssembly compiler such as Emscripten; and it's a pain to get working.
Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrouge].
- Built with Rust
- Uses SDL2
- Compiling for WebAssembly with Emscripten
- Also compiles for Windows & Linux
This repository has been massively helpful in getting my WebAssembly builds working.
## Key Capturing Extensions in WASM Build
Some extensions I had installed were capturing keys.
The issue presented with some keys never being sent to the application.
To confirm, enter safe mode or switch to a different browser without said extensions.
If the issue disappears, it's because of an extension in your browser stealing keys in a way that is incompatible with the batshit insanity of Emscripten.
[code-review-video]: https://www.youtube.com/watch?v=OKs_JewEeOo
[code-review-thumbnail]: https://img.youtube.com/vi/OKs_JewEeOo/hqdefault.jpg
[fighting-lifetimes-1]: https://devcry.heiho.net/html/2022/20220709-rust-and-sdl2-fighting-with-lifetimes.html
[fighting-lifetimes-2]: https://devcry.heiho.net/html/2022/20220716-rust-and-sdl2-fighting-with-lifetimes-2.html
[fighting-lifetimes-3]: https://devcry.heiho.net/html/2022/20220724-rust-and-sdl2-fighting-with-lifetimes-3.html
[ruggrogue]: https://tung.github.io/ruggrogue/

27
assets/index.html Normal file
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@@ -0,0 +1,27 @@
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
</head>
<style>
body {
margin: 0;
padding: 0;
background: #000;
}
canvas {
display: block;
margin: 0 auto;
background: #000;
}
</style>
<body>
<canvas id="canvas"></canvas>
<script>
var Module = {
'canvas': document.getElementById('canvas'),
};
</script>
<script src="pacman.js"></script>
</body>
</html>

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@@ -1,7 +0,0 @@
& cargo build --target=wasm32-unknown-emscripten --release
mkdir -p dist -Force
cp ./target/wasm32-unknown-emscripten/release/Pac_Man.wasm ./dist
cp ./target/wasm32-unknown-emscripten/release/Pac-Man.js ./dist
cp index.html dist

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@@ -1,10 +0,0 @@
#!/bin/sh
set -eux
cargo build --target=wasm32-unknown-emscripten --release
mkdir -p dist
cp target/wasm32-unknown-emscripten/release/Pac_Man.wasm dist
cp target/wasm32-unknown-emscripten/release/Pac-Man.js dist
cp index.html dist

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@@ -1,21 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
</head>
<body>
<canvas id="canvas"></canvas>
<script type="text/javascript">
let Module = {
canvas: (function () {
// this is how we provide a canvas to our sdl2
return document.getElementById("canvas");
})(),
preRun: [function () {
ENV.RUST_LOG = "info,wgpu=warn"
}]
};
</script>
<script src="Pac-Man.js"></script>
</body>
</html>

13
scripts/build-wasm.sh Executable file
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@@ -0,0 +1,13 @@
#!/bin/sh
# set -eu
echo "Building WASM with Emscripten"
cargo build --target=wasm32-unknown-emscripten --release
echo "Copying release files to dist/"
mkdir -p dist
output_folder="target/wasm32-unknown-emscripten/release"
cp $output_folder/pacman.wasm dist
cp $output_folder/pacman.js dist
cp $output_folder/deps/pacman.data dist
cp assets/index.html dist

58
scripts/build-windows.sh Executable file
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@@ -0,0 +1,58 @@
#!/bin/bash
set -eu
SDL_VERSION="2.28.3"
SDL_IMAGE_VERSION="2.6.3"
SDL_MIXER_VERSION="2.6.3"
SDL_TTF_VERSION="2.20.2"
SDL="https://github.com/libsdl-org/SDL/releases/download/release-${SDL_VERSION}/SDL2-devel-${SDL_VERSION}-mingw.tar.gz"
SLD_IMAGE="https://github.com/libsdl-org/SDL_image/releases/download/release-${SDL_IMAGE_VERSION}/SDL2_image-devel-${SDL_IMAGE_VERSION}-mingw.tar.gz"
SDL_MIXER="https://github.com/libsdl-org/SDL_mixer/releases/download/release-${SDL_MIXER_VERSION}/SDL2_mixer-devel-${SDL_MIXER_VERSION}-mingw.tar.gz"
SDL_TTF="https://github.com/libsdl-org/SDL_ttf/releases/download/release-${SDL_TTF_VERSION}/SDL2_ttf-devel-${SDL_TTF_VERSION}-mingw.tar.gz"
EXTRACT_DIR="./target/x86_64-pc-windows-gnu/release/deps"
if [ ! -f $EXTRACT_DIR/libSDL2.a ]; then
if [ ! -f ./sdl2.tar.gz ]; then
echo "Downloading SDL2@$SDL_VERSION..."
curl -L -o ./sdl2.tar.gz $SDL
fi
echo "Extracting SDL2..."
tar -xzf ./sdl2.tar.gz -C $EXTRACT_DIR --strip-components=3 "SDL2-$SDL_VERSION/x86_64-w64-mingw32/lib/libSDL2.a"
rm -f ./sdl2.tar.gz
fi
if [ ! -f $EXTRACT_DIR/libSDL2_image.a ]; then
if [ ! -f ./sdl2_image.tar.gz ]; then
echo "Downloading SDL2_image@$SDL_IMAGE_VERSION..."
curl -L -o ./sdl2_image.tar.gz $SLD_IMAGE
fi
echo "Extracting SDL2_image..."
tar -xzf ./sdl2_image.tar.gz -C $EXTRACT_DIR --strip-components=3 "SDL2_image-$SDL_IMAGE_VERSION/x86_64-w64-mingw32/lib/libSDL2_image.a"
fi
rm -f ./sdl2_image.tar.gz
if [ ! -f $EXTRACT_DIR/libSDL2_mixer.a ]; then
if [ ! -f ./sdl2_mixer.tar.gz ]; then
echo "Downloading SDL2_mixer@$SDL_MIXER_VERSION..."
curl -L -o ./sdl2_mixer.tar.gz $SDL_MIXER
fi
echo "Extracting SDL2_mixer..."
tar -xzf ./sdl2_mixer.tar.gz -C $EXTRACT_DIR --strip-components=3 "SDL2_mixer-$SDL_MIXER_VERSION/x86_64-w64-mingw32/lib/libSDL2_mixer.a"
rm -f ./sdl2_mixer.tar.gz
fi
if [ ! -f $EXTRACT_DIR/libSDL2_ttf.a ]; then
if [ ! -f ./sdl2_ttf.tar.gz ]; then
echo "Downloading SDL2_ttf@$SDL_TTF_VERSION..."
curl -L -o ./sdl2_ttf.tar.gz $SDL_TTF
fi
echo "Extracting SDL2_ttf..."
tar -xzf ./sdl2_ttf.tar.gz -C $EXTRACT_DIR --strip-components=3 "SDL2_ttf-$SDL_TTF_VERSION/x86_64-w64-mingw32/lib/libSDL2_ttf.a"
rm -f ./sdl2_ttf.tar.gz
fi
echo "Building..."
cargo zigbuild --release --target x86_64-pc-windows-gnu

9
scripts/clean-windows.sh Executable file
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@@ -0,0 +1,9 @@
#!/bin/bash
set -eux
echo "Cleaning library files from ./target/x86_64-pc-windows-gnu/release/deps"
rm -f ./target/x86_64-pc-windows-gnu/release/deps/libSDL2.a
rm -f ./target/x86_64-pc-windows-gnu/release/deps/libSDL2_image.a
rm -f ./target/x86_64-pc-windows-gnu/release/deps/libSDL2_mixer.a
rm -f ./target/x86_64-pc-windows-gnu/release/deps/libSDL2_ttf.a
echo "Done."

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@@ -1,3 +0,0 @@
& ./build.ps1
cd ./dist
python -m http.server

View File

@@ -38,11 +38,13 @@ impl<'a> AnimatedTexture<'a> {
}
}
// Get the current frame number
fn current_frame(&self) -> u32 {
self.ticker / self.ticks_per_frame
}
fn next_frame(&mut self) {
// Move to the next frame. If we are at the end of the animation, reverse the direction
pub fn tick(&mut self) {
if self.reversed {
self.ticker -= 1;
@@ -58,9 +60,14 @@ impl<'a> AnimatedTexture<'a> {
}
}
fn get_frame_rect(&self) -> Rect {
// Calculate the frame rect (portion of the texture to render) for the given frame.
fn get_frame_rect(&self, frame: u32) -> Rect {
if frame >= self.frame_count {
panic!("Frame {} is out of bounds for this texture", frame);
}
Rect::new(
self.current_frame() as i32 * self.frame_width as i32,
frame as i32 * self.frame_width as i32,
0,
self.frame_width,
self.frame_height,
@@ -73,7 +80,36 @@ impl<'a> AnimatedTexture<'a> {
position: (i32, i32),
direction: Direction,
) {
let frame_rect = self.get_frame_rect();
self.render_static(canvas, position, direction, Some(self.current_frame()));
self.tick();
}
// Functions like render, but only ticks the animation until the given frame is reached.
pub fn render_until(
&mut self,
canvas: &mut Canvas<Window>,
position: (i32, i32),
direction: Direction,
frame: u32,
) {
// TODO: If the frame we're targeting is in the opposite direction (due to self.reverse), we should pre-emptively reverse.
let current = self.current_frame();
self.render_static(canvas, position, direction, Some(current));
if frame != current {
self.tick();
}
}
// Renders a specific frame of the animation. Defaults to the current frame.
pub fn render_static(
&mut self,
canvas: &mut Canvas<Window>,
position: (i32, i32),
direction: Direction,
frame: Option<u32>,
) {
let frame_rect = self.get_frame_rect(frame.unwrap_or(self.current_frame()));
let position_rect = Rect::new(
position.0 + self.offset.0,
position.1 + self.offset.1,
@@ -92,7 +128,5 @@ impl<'a> AnimatedTexture<'a> {
false,
)
.expect("Could not render texture on canvas");
self.next_frame();
}
}

View File

@@ -1,11 +1,11 @@
use lazy_static::lazy_static;
pub const BOARD_WIDTH: u32 = 28;
pub const BOARD_HEIGHT: u32 = 37; // Adjusted to fit map texture?
pub const BOARD_HEIGHT: u32 = 31; // Adjusted to fit map texture?
pub const CELL_SIZE: u32 = 24;
pub const BOARD_OFFSET: (u32, u32) = (0, 3); // Relative cell offset for where map text / grid starts
pub const WINDOW_WIDTH: u32 = CELL_SIZE * BOARD_WIDTH;
pub const WINDOW_HEIGHT: u32 = CELL_SIZE * BOARD_HEIGHT;
pub const WINDOW_HEIGHT: u32 = CELL_SIZE * (BOARD_HEIGHT + 6); // Map texture is 6 cells taller (3 above, 3 below) than the grid
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum MapTile {
@@ -17,9 +17,6 @@ pub enum MapTile {
}
pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
" ",
" ",
" ",
"############################",
"#............##............#",
"#.####.#####.##.#####.####.#",
@@ -51,45 +48,4 @@ pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
"#.##########.##.##########.#",
"#..........................#",
"############################",
" ",
" ",
" ",
];
lazy_static! {
pub static ref BOARD: [[MapTile; BOARD_HEIGHT as usize]; BOARD_HEIGHT as usize] = {
let mut board = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_HEIGHT as usize];
for y in 0..BOARD_HEIGHT as usize {
let line = RAW_BOARD[y];
for x in 0..BOARD_WIDTH as usize {
if x >= line.len() {
break;
}
let i = (y * (BOARD_WIDTH as usize) + x) as usize;
let character = line
.chars()
.nth(x as usize)
.unwrap_or_else(|| panic!("Could not get character at {} = ({}, {})", i, x, y));
let tile = match character {
'#' => MapTile::Wall,
'.' => MapTile::Pellet,
'o' => MapTile::PowerPellet,
' ' => MapTile::Empty,
c @ '0' | c @ '1' | c @ '2' | c @ '3' | c @ '4' => {
MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)
},
'=' => MapTile::Empty,
_ => panic!("Unknown character in board: {}", character),
};
board[x as usize][y as usize] = tile;
}
}
board
};
}

View File

@@ -1,3 +1,5 @@
use sdl2::keyboard::Keycode;
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum Direction {
Up,
@@ -24,4 +26,18 @@ impl Direction {
Direction::Up => (0, -1),
}
}
}
pub fn from_keycode(keycode: Keycode) -> Option<Direction> {
match keycode {
Keycode::D => Some(Direction::Right),
Keycode::Right => Some(Direction::Right),
Keycode::A => Some(Direction::Left),
Keycode::Left => Some(Direction::Left),
Keycode::W => Some(Direction::Up),
Keycode::Up => Some(Direction::Up),
Keycode::S => Some(Direction::Down),
Keycode::Down => Some(Direction::Down),
_ => None,
}
}
}

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@@ -2,18 +2,20 @@
#[cfg(target_os = "emscripten")]
pub mod emscripten {
use std::cell::RefCell;
use std::ptr::null_mut;
use std::os::raw::{c_int, c_void, c_char, c_float};
use std::ffi::{CStr, CString};
use std::os::raw::{c_char, c_float, c_int, c_void};
use std::ptr::null_mut;
#[allow(non_camel_case_types)]
type em_callback_func = unsafe extern "C" fn();
extern "C" {
// void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop)
pub fn emscripten_set_main_loop(func: em_callback_func,
fps: c_int,
simulate_infinite_loop: c_int);
pub fn emscripten_set_main_loop(
func: em_callback_func,
fps: c_int,
simulate_infinite_loop: c_int,
);
pub fn emscripten_cancel_main_loop();
pub fn emscripten_pause_main_loop();
@@ -23,17 +25,20 @@ pub mod emscripten {
thread_local!(static MAIN_LOOP_CALLBACK: RefCell<*mut c_void> = RefCell::new(null_mut()));
pub fn set_main_loop_callback<F>(callback: F)
where F: FnMut()
where
F: FnMut(),
{
MAIN_LOOP_CALLBACK
.with(|log| { *log.borrow_mut() = &callback as *const _ as *mut c_void; });
MAIN_LOOP_CALLBACK.with(|log| {
*log.borrow_mut() = &callback as *const _ as *mut c_void;
});
unsafe {
emscripten_set_main_loop(wrapper::<F>, -1, 1);
}
unsafe extern "C" fn wrapper<F>()
where F: FnMut()
where
F: FnMut(),
{
MAIN_LOOP_CALLBACK.with(|z| {
let closure = *z.borrow_mut() as *mut F;
@@ -41,4 +46,4 @@ pub mod emscripten {
});
}
}
}
}

View File

@@ -6,6 +6,6 @@ pub trait Entity {
// Returns the cell position of the entity (XY position within the grid)
fn cell_position(&self) -> (u32, u32);
fn internal_position(&self) -> (u32, u32);
// Tick the entity (move it, perform collision checks, etc)
// Tick the entity (move it, perform collision checks, etc)
fn tick(&mut self);
}
}

View File

@@ -1,18 +1,22 @@
use std::rc::Rc;
use sdl2::image::LoadTexture;
use sdl2::keyboard::Keycode;
use sdl2::render::{Texture, TextureCreator};
use sdl2::video::WindowContext;
use sdl2::{pixels::Color, render::Canvas, video::Window};
use crate::constants::{MapTile, BOARD, BOARD_HEIGHT, BOARD_WIDTH};
use crate::constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD};
use crate::direction::Direction;
use crate::entity::Entity;
use crate::map::Map;
use crate::pacman::Pacman;
pub struct Game<'a> {
canvas: &'a mut Canvas<Window>,
map_texture: Texture<'a>,
pacman: Pacman<'a>,
map: Rc<Map>,
debug: bool,
}
@@ -21,43 +25,31 @@ impl Game<'_> {
canvas: &'a mut Canvas<Window>,
texture_creator: &'a TextureCreator<WindowContext>,
) -> Game<'a> {
let map = Rc::new(Map::new(RAW_BOARD));
let pacman_atlas = texture_creator
.load_texture("assets/32/pacman.png")
.expect("Could not load pacman texture");
let pacman = Pacman::new(Some(Game::cell_to_pixel((1, 4))), pacman_atlas);
let pacman = Pacman::new((1, 1), pacman_atlas, Rc::clone(&map));
Game {
canvas,
pacman: pacman,
debug: false,
map: map,
map_texture: texture_creator
.load_texture("assets/map.png")
.expect("Could not load pacman texture"),
}
}
pub fn cell_to_pixel(cell: (u32, u32)) -> (i32, i32) {
((cell.0 as i32 * 24), ((cell.1) as i32 * 24))
}
pub fn keyboard_event(&mut self, keycode: Keycode) {
match keycode {
Keycode::D => {
self.pacman.next_direction = Some(Direction::Right);
}
Keycode::A => {
self.pacman.next_direction = Some(Direction::Left);
}
Keycode::W => {
self.pacman.next_direction = Some(Direction::Up);
}
Keycode::S => {
self.pacman.next_direction = Some(Direction::Down);
}
Keycode::Space => {
self.debug = !self.debug;
}
_ => {}
// Change direction
let direction = Direction::from_keycode(keycode);
self.pacman.next_direction = direction;
// Toggle debug mode
if keycode == Keycode::Space {
self.debug = !self.debug;
}
}
@@ -81,7 +73,10 @@ impl Game<'_> {
if self.debug {
for x in 0..BOARD_WIDTH {
for y in 0..BOARD_HEIGHT {
let tile = BOARD[x as usize][y as usize];
let tile = self
.map
.get_tile((x as i32, y as i32))
.unwrap_or(MapTile::Empty);
let mut color = None;
if (x, y) == self.pacman.cell_position() {
@@ -101,17 +96,22 @@ impl Game<'_> {
}
}
}
// Draw the next cell
let next_cell = self.pacman.next_cell(None);
self.draw_cell((next_cell.0 as u32, next_cell.1 as u32), Color::YELLOW);
}
self.canvas.present();
}
fn draw_cell(&mut self, cell: (u32, u32), color: Color) {
let position = Map::cell_to_pixel(cell);
self.canvas.set_draw_color(color);
self.canvas
.draw_rect(sdl2::rect::Rect::new(
cell.0 as i32 * 24,
cell.1 as i32 * 24,
position.0 as i32,
position.1 as i32,
24,
24,
))

View File

@@ -1,42 +1,34 @@
use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
use crate::game::Game;
use tracing::{event};
use sdl2::event::{Event};
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use std::time::{Duration, Instant};
use spin_sleep::sleep;
#[cfg(target_os = "emscripten")]
pub mod emscripten;
use std::time::{Duration, Instant};
use tracing::event;
use tracing_error::ErrorLayer;
use tracing_subscriber::layer::SubscriberExt;
mod animation;
mod constants;
mod direction;
mod entity;
mod game;
mod pacman;
mod map;
mod modulation;
#[cfg(target_os = "emscripten")]
mod emscripten;
mod pacman;
pub fn main() {
let sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
// Setup tracing
#[cfg(debug_assertions)]
{
use tracing_error::ErrorLayer;
use tracing_subscriber::layer::SubscriberExt;
let subscriber = tracing_subscriber::fmt()
.with_ansi(cfg!(not(target_os = "emscripten")))
.with_max_level(tracing::Level::DEBUG)
.finish()
.with(ErrorLayer::default());
let subscriber = tracing_subscriber::fmt()
.with_max_level(tracing::Level::DEBUG)
.finish()
.with(ErrorLayer::default());
tracing::subscriber::set_global_default(subscriber).expect("Could not set global default");
}
tracing::subscriber::set_global_default(subscriber).expect("Could not set global default");
let window = video_subsystem
.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
@@ -71,19 +63,40 @@ pub fn main() {
// The start of a period of time over which we average the frame time.
let mut last_averaging_time = Instant::now();
let mut sleep_time = Duration::ZERO;
let mut paused = false;
event!(tracing::Level::INFO, "Starting game loop ({:.3}ms)", loop_time.as_secs_f32() * 1000.0);
event!(
tracing::Level::INFO,
"Starting game loop ({:.3}ms)",
loop_time.as_secs_f32() * 1000.0
);
let mut main_loop = || {
let start = Instant::now();
// TODO: Fix key repeat delay issues by using VecDeque for instant key repeat
for event in event_pump.poll_iter() {
match event {
// Handle quitting keys or window close
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
..
} => return false,
} => {
event!(tracing::Level::INFO, "Exit requested. Exiting...");
return false;
}
Event::KeyDown {
keycode: Some(Keycode::P),
..
} => {
paused = !paused;
event!(
tracing::Level::INFO,
"{}",
if paused { "Paused" } else { "Unpaused" }
);
}
Event::KeyDown { keycode, .. } => {
game.keyboard_event(keycode.unwrap());
}
@@ -91,8 +104,11 @@ pub fn main() {
}
}
game.tick();
game.draw();
// TODO: Proper pausing implementation that does not interfere with statistic gathering
if !paused {
game.tick();
game.draw();
}
if start.elapsed() < loop_time {
let time = loop_time - start.elapsed();
@@ -108,9 +124,11 @@ pub fn main() {
tick_no += 1;
if tick_no % (60 * 5) == 0 {
let average_fps = tick_no as f32 / last_averaging_time.elapsed().as_secs_f32();
let average_sleep = sleep_time / tick_no;
const PERIOD: u32 = 60 * 60;
let tick_mod = tick_no % PERIOD;
if tick_mod % PERIOD == 0 {
let average_fps = PERIOD as f32 / last_averaging_time.elapsed().as_secs_f32();
let average_sleep = sleep_time / PERIOD;
let average_process = loop_time - average_sleep;
event!(
@@ -118,24 +136,16 @@ pub fn main() {
"Timing Averages [fps={}] [sleep={:?}] [process={:?}]",
average_fps,
average_sleep,
average_process
average_process
);
sleep_time = Duration::ZERO;
last_averaging_time = Instant::now();
tick_no = 0;
}
true
};
#[cfg(target_os = "emscripten")]
use emscripten::emscripten;
#[cfg(target_os = "emscripten")]
emscripten::set_main_loop_callback(main_loop);
#[cfg(not(target_os = "emscripten"))]
loop {
if !main_loop() {
break;

59
src/map.rs Normal file
View File

@@ -0,0 +1,59 @@
use crate::constants::MapTile;
use crate::constants::{BOARD_HEIGHT, BOARD_WIDTH};
pub struct Map {
inner: [[MapTile; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize],
}
impl Map {
pub fn new(raw_board: [&str; BOARD_HEIGHT as usize]) -> Map {
let mut inner = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize];
for y in 0..BOARD_HEIGHT as usize {
let line = raw_board[y];
for x in 0..BOARD_WIDTH as usize {
if x >= line.len() {
break;
}
let i = (y * (BOARD_WIDTH as usize) + x) as usize;
let character = line
.chars()
.nth(x as usize)
.unwrap_or_else(|| panic!("Could not get character at {} = ({}, {})", i, x, y));
let tile = match character {
'#' => MapTile::Wall,
'.' => MapTile::Pellet,
'o' => MapTile::PowerPellet,
' ' => MapTile::Empty,
c @ '0' | c @ '1' | c @ '2' | c @ '3' | c @ '4' => {
MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)
}
'=' => MapTile::Empty,
_ => panic!("Unknown character in board: {}", character),
};
inner[x as usize][y as usize] = tile;
}
}
Map { inner: inner }
}
pub fn get_tile(&self, cell: (i32, i32)) -> Option<MapTile> {
let x = cell.0 as usize;
let y = cell.1 as usize;
if x >= BOARD_WIDTH as usize || y >= BOARD_HEIGHT as usize {
return None;
}
Some(self.inner[x][y])
}
pub fn cell_to_pixel(cell: (u32, u32)) -> (i32, i32) {
((cell.0 as i32) * 24, ((cell.1 + 3) as i32) * 24)
}
}

View File

@@ -1,22 +1,44 @@
pub struct SpeedModulator {
/// A tick modulator allows you to slow down operations by a percentage.
///
/// Unfortunately, switching to floating point numbers for entities can induce floating point errors, slow down calculations
/// and make the game less deterministic. This is why we use a speed modulator instead.
/// Additionally, with small integers, lowering the speed by a percentage is not possible. For example, if we have a speed of 2,
/// 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.
/// The only amount you can slow it down by is 1, which is 50% of the speed.
///
/// The basic principle of the Speed Modulator is to instead 'skip' movement ticks every now and then.
/// At 60 ticks per second, skips could happen several times per second, or once every few seconds.
/// Whatever it be, as long as the tick rate is high enough, the human eye will not be able to tell the difference.
///
/// For example, if we want to slow down the speed by 10%, we would need to skip every 10th tick.
pub trait TickModulator {
fn new(percent: f32) -> Self;
fn next(&mut self) -> bool;
}
pub struct SimpleTickModulator {
tick_count: u32,
ticks_left: u32,
}
impl SpeedModulator {
pub fn new(percent: f32) -> Self {
// TODO: Add tests
// TODO: Look into average precision, binary code modulation strategy
impl TickModulator for SimpleTickModulator {
fn new(percent: f32) -> Self {
let ticks_required: u32 = (1f32 / (1f32 - percent)).round() as u32;
SpeedModulator {
SimpleTickModulator {
tick_count: ticks_required,
ticks_left: ticks_required,
}
}
pub fn next(&mut self) -> bool {
fn next(&mut self) -> bool {
self.ticks_left -= 1;
// Return whether or not we should skip this tick
if self.ticks_left == 0 {
// We've reached the tick to skip, reset the counter
self.ticks_left = self.tick_count;
false
} else {

View File

@@ -1,12 +1,19 @@
use std::rc::Rc;
use sdl2::{
render::{Canvas, Texture},
video::Window,
};
use tracing::event;
use crate::{
constants::{BOARD, MapTile},
animation::AnimatedTexture, constants::CELL_SIZE, direction::Direction, entity::Entity,
modulation::SpeedModulator,
animation::AnimatedTexture,
constants::MapTile,
constants::{BOARD_OFFSET, CELL_SIZE},
direction::Direction,
entity::Entity,
map::Map,
modulation::{SimpleTickModulator, TickModulator},
};
pub struct Pacman<'a> {
@@ -15,33 +22,61 @@ pub struct Pacman<'a> {
pub direction: Direction,
pub next_direction: Option<Direction>,
pub stopped: bool,
map: Rc<Map>,
speed: u32,
modulation: SpeedModulator,
modulation: SimpleTickModulator,
sprite: AnimatedTexture<'a>,
}
impl Pacman<'_> {
pub fn new<'a>(starting_position: Option<(i32, i32)>, atlas: Texture<'a>) -> Pacman<'a> {
pub fn new<'a>(starting_position: (u32, u32), atlas: Texture<'a>, map: Rc<Map>) -> Pacman<'a> {
Pacman {
position: starting_position.unwrap_or((0i32, 0i32)),
position: Map::cell_to_pixel(starting_position),
direction: Direction::Right,
next_direction: None,
speed: 2,
map,
stopped: false,
modulation: SpeedModulator::new(0.9333),
modulation: SimpleTickModulator::new(0.9333),
sprite: AnimatedTexture::new(atlas, 4, 3, 32, 32, Some((-4, -4))),
}
}
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
self.sprite.render(canvas, self.position, self.direction);
// When stopped, render the last frame of the animation
if self.stopped {
self.sprite
.render_until(canvas, self.position, self.direction, 2);
} else {
self.sprite.render(canvas, self.position, self.direction);
}
}
fn next_cell(&self) -> (i32, i32) {
let (x, y) = self.direction.offset();
pub fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
let (x, y) = direction.unwrap_or(self.direction).offset();
let cell = self.cell_position();
(cell.0 as i32 + x, cell.1 as i32 + y)
}
fn handle_requested_direction(&mut self) {
if self.next_direction.is_none() {
return;
}
if self.next_direction.unwrap() == self.direction {
self.next_direction = None;
return;
}
let proposed_next_cell = self.next_cell(self.next_direction);
let proposed_next_tile = self
.map
.get_tile(proposed_next_cell)
.unwrap_or(MapTile::Empty);
if proposed_next_tile != MapTile::Wall {
self.direction = self.next_direction.unwrap();
self.next_direction = None;
}
}
}
impl Entity for Pacman<'_> {
@@ -56,8 +91,11 @@ impl Entity for Pacman<'_> {
}
fn cell_position(&self) -> (u32, u32) {
let (x, y) = self.position();
(x as u32 / CELL_SIZE, y as u32 / CELL_SIZE)
let (x, y) = self.position;
(
(x as u32 / CELL_SIZE) - BOARD_OFFSET.0,
(y as u32 / CELL_SIZE) - BOARD_OFFSET.1,
)
}
fn internal_position(&self) -> (u32, u32) {
@@ -67,10 +105,19 @@ impl Entity for Pacman<'_> {
fn tick(&mut self) {
let can_change = self.internal_position() == (0, 0);
if can_change {
if let Some(direction) = self.next_direction {
self.direction = direction;
self.next_direction = None;
self.handle_requested_direction();
let next = self.next_cell(None);
let next_tile = self.map.get_tile(next).unwrap_or(MapTile::Empty);
if !self.stopped && next_tile == MapTile::Wall {
event!(tracing::Level::DEBUG, "Wall collision. Stopping.");
self.stopped = true;
} else if self.stopped && next_tile != MapTile::Wall {
event!(tracing::Level::DEBUG, "Wall collision resolved. Moving.");
self.stopped = false;
}
}
@@ -91,10 +138,5 @@ impl Entity for Pacman<'_> {
}
}
}
let next = self.next_cell();
if BOARD[next.1 as usize][next.0 as usize] == MapTile::Wall {
self.stopped = true;
}
}
}