mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 15:15:48 -06:00
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12 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 8b30a602bf | |||
| 83a5ccdb8e | |||
| 44d8184d8b | |||
| 0630fc56ec | |||
| 98d8960c57 | |||
| 394344c11f | |||
| 93ba470ce9 | |||
| 129aed0ffb | |||
| e062ada301 | |||
| af57199915 | |||
| 538cf1efb5 | |||
| 03b2c5a659 |
@@ -1,8 +1,9 @@
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[target.wasm32-unknown-emscripten]
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# TODO: Document what the fuck this is.
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rustflags = [
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"-O", "-C", "link-args=-O2 --profiling",
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#"-C", "link-args=-O3 --closure 1",
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"-C", "link-args=-sASYNCIFY -sALLOW_MEMORY_GROWTH=1",
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"-C", "link-args=-sUSE_SDL=2 -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS=['png']",
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"-C", "link-args=--preload-file assets/ -lidbfs.js",
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"-C", "link-args=--preload-file assets/",
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]
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@@ -23,6 +23,9 @@ at.
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- More than 4 ghosts
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- Custom Level Generation
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- Multi-map tunnelling
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- Online Scoreboard
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- WebAssembly build contains a special API key for communicating with server.
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- To prevent abuse, the server will only accept scores from the WebAssembly build.
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## Installation
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54
STORY.md
Normal file
54
STORY.md
Normal file
@@ -0,0 +1,54 @@
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# Story
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This is living document that describes the story of the project, from inspiration to solution.
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When a website is available, this document will help curate it's content.
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## Inspiration
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I initially got the idea for this project after finding a video about another Pac-Man clone on YouTube.
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[![Code Review Thumbnail][code-review-thumbnail]][code-review-video]
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This implementation was written in C++, used SDL2 for graphics, and was kinda weird - but it worked.
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- I think it was weird because the way it linked files together is extremely non-standard.
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Essentially, it was a single file that included all the other files. This is not how C++ projects are typically structured.
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- 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.
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## Lifetimes
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Rust's SDL2 implementation is a wrapper around the C library, so it's not as nice as the C++ implementation.
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Additionally, lifetimes in this library are a bit weird, making them quite difficult to deal with.
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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.
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## Emscripten & RuggRogue
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One of the targets for this project is to build a web-accessible version of the game. If you were watching at all during
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the Rust hype, one of it's primary selling points was a growing community of Rust-based web applications, thanks to
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WebAssembly.
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The problem is that much of this work was done for pure-Rust applications - and SDL is C++.
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This requires a C++ WebAssembly compiler such as Emscripten; and it's a pain to get working.
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Luckily though, someone else has done this before, and they fully documented it - [RuggRouge][ruggrouge].
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- Built with Rust
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- Uses SDL2
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- Compiling for WebAssembly with Emscripten
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- Also compiles for Windows & Linux
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This repository has been massively helpful in getting my WebAssembly builds working.
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## Key Capturing Extensions in WASM Build
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Some extensions I had installed were capturing keys.
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The issue presented with some keys never being sent to the application.
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To confirm, enter safe mode or switch to a different browser without said extensions.
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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.
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[code-review-video]: https://www.youtube.com/watch?v=OKs_JewEeOo
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[code-review-thumbnail]: https://img.youtube.com/vi/OKs_JewEeOo/hqdefault.jpg
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[fighting-lifetimes-1]: https://devcry.heiho.net/html/2022/20220709-rust-and-sdl2-fighting-with-lifetimes.html
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[fighting-lifetimes-2]: https://devcry.heiho.net/html/2022/20220716-rust-and-sdl2-fighting-with-lifetimes-2.html
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[fighting-lifetimes-3]: https://devcry.heiho.net/html/2022/20220724-rust-and-sdl2-fighting-with-lifetimes-3.html
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[ruggrogue]: https://tung.github.io/ruggrogue/
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@@ -3,16 +3,22 @@
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<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
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</head>
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<style>
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body {
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margin: 0;
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padding: 0;
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background: #000;
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}
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canvas {
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display: block;
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margin: 0 auto;
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background: #000;
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}
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</style>
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<body>
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<canvas id="canvas"></canvas>
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<script>
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var Module = {
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'locateFile': function (path, prefix) {
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if (path.endsWith(".data")) {
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return prefix + "deps/" + path;
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}
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return prefix + path;
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},
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'canvas': document.getElementById('canvas'),
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};
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</script>
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@@ -1,7 +0,0 @@
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& cargo build --target=wasm32-unknown-emscripten --release
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mkdir -p dist -Force
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cp ./target/wasm32-unknown-emscripten/release/Pac_Man.wasm ./dist
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cp ./target/wasm32-unknown-emscripten/release/Pac-Man.js ./dist
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cp index.html dist
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@@ -1,12 +1,13 @@
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#!/bin/sh
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set -eux
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# set -eu
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echo "Building WASM with Emscripten"
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cargo build --target=wasm32-unknown-emscripten --release
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echo "Copying release files to dist/"
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mkdir -p dist
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cp target/wasm32-unknown-emscripten/release/pacman.wasm dist
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cp target/wasm32-unknown-emscripten/release/pacman.js dist
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mkdir -p dist/deps
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cp target/wasm32-unknown-emscripten/release/deps/pacman.data dist/deps
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output_folder="target/wasm32-unknown-emscripten/release"
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cp $output_folder/pacman.wasm dist
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cp $output_folder/pacman.js dist
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cp $output_folder/deps/pacman.data dist
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cp assets/index.html dist
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58
scripts/build-windows.sh
Executable file
58
scripts/build-windows.sh
Executable file
@@ -0,0 +1,58 @@
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#!/bin/bash
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set -eu
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SDL_VERSION="2.28.3"
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SDL_IMAGE_VERSION="2.6.3"
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SDL_MIXER_VERSION="2.6.3"
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SDL_TTF_VERSION="2.20.2"
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SDL="https://github.com/libsdl-org/SDL/releases/download/release-${SDL_VERSION}/SDL2-devel-${SDL_VERSION}-mingw.tar.gz"
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SLD_IMAGE="https://github.com/libsdl-org/SDL_image/releases/download/release-${SDL_IMAGE_VERSION}/SDL2_image-devel-${SDL_IMAGE_VERSION}-mingw.tar.gz"
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SDL_MIXER="https://github.com/libsdl-org/SDL_mixer/releases/download/release-${SDL_MIXER_VERSION}/SDL2_mixer-devel-${SDL_MIXER_VERSION}-mingw.tar.gz"
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SDL_TTF="https://github.com/libsdl-org/SDL_ttf/releases/download/release-${SDL_TTF_VERSION}/SDL2_ttf-devel-${SDL_TTF_VERSION}-mingw.tar.gz"
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EXTRACT_DIR="./target/x86_64-pc-windows-gnu/release/deps"
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if [ ! -f $EXTRACT_DIR/libSDL2.a ]; then
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if [ ! -f ./sdl2.tar.gz ]; then
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echo "Downloading SDL2@$SDL_VERSION..."
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curl -L -o ./sdl2.tar.gz $SDL
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fi
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echo "Extracting SDL2..."
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tar -xzf ./sdl2.tar.gz -C $EXTRACT_DIR --strip-components=3 "SDL2-$SDL_VERSION/x86_64-w64-mingw32/lib/libSDL2.a"
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rm -f ./sdl2.tar.gz
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fi
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if [ ! -f $EXTRACT_DIR/libSDL2_image.a ]; then
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if [ ! -f ./sdl2_image.tar.gz ]; then
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echo "Downloading SDL2_image@$SDL_IMAGE_VERSION..."
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curl -L -o ./sdl2_image.tar.gz $SLD_IMAGE
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fi
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echo "Extracting SDL2_image..."
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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"
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fi
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rm -f ./sdl2_image.tar.gz
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if [ ! -f $EXTRACT_DIR/libSDL2_mixer.a ]; then
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if [ ! -f ./sdl2_mixer.tar.gz ]; then
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echo "Downloading SDL2_mixer@$SDL_MIXER_VERSION..."
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curl -L -o ./sdl2_mixer.tar.gz $SDL_MIXER
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fi
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echo "Extracting SDL2_mixer..."
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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"
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rm -f ./sdl2_mixer.tar.gz
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fi
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if [ ! -f $EXTRACT_DIR/libSDL2_ttf.a ]; then
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if [ ! -f ./sdl2_ttf.tar.gz ]; then
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echo "Downloading SDL2_ttf@$SDL_TTF_VERSION..."
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curl -L -o ./sdl2_ttf.tar.gz $SDL_TTF
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fi
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echo "Extracting SDL2_ttf..."
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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"
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rm -f ./sdl2_ttf.tar.gz
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fi
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echo "Building..."
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cargo zigbuild --release --target x86_64-pc-windows-gnu
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9
scripts/clean-windows.sh
Executable file
9
scripts/clean-windows.sh
Executable file
@@ -0,0 +1,9 @@
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#!/bin/bash
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set -eux
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echo "Cleaning library files from ./target/x86_64-pc-windows-gnu/release/deps"
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rm -f ./target/x86_64-pc-windows-gnu/release/deps/libSDL2.a
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rm -f ./target/x86_64-pc-windows-gnu/release/deps/libSDL2_image.a
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rm -f ./target/x86_64-pc-windows-gnu/release/deps/libSDL2_mixer.a
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rm -f ./target/x86_64-pc-windows-gnu/release/deps/libSDL2_ttf.a
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echo "Done."
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@@ -92,6 +92,7 @@ impl<'a> AnimatedTexture<'a> {
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direction: Direction,
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frame: u32,
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) {
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// TODO: If the frame we're targeting is in the opposite direction (due to self.reverse), we should pre-emptively reverse.
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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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@@ -1,49 +0,0 @@
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// taken from https://github.com/Gigoteur/PX8/blob/master/src/px8/emscripten.rs
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#[cfg(target_os = "emscripten")]
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pub mod emscripten {
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use std::cell::RefCell;
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use std::ffi::{CStr, CString};
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use std::os::raw::{c_char, c_float, c_int, c_void};
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use std::ptr::null_mut;
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#[allow(non_camel_case_types)]
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type em_callback_func = unsafe extern "C" fn();
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extern "C" {
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// void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop)
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pub fn emscripten_set_main_loop(
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func: em_callback_func,
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fps: c_int,
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simulate_infinite_loop: c_int,
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);
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pub fn emscripten_cancel_main_loop();
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pub fn emscripten_pause_main_loop();
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pub fn emscripten_get_now() -> c_float;
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}
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thread_local!(static MAIN_LOOP_CALLBACK: RefCell<*mut c_void> = RefCell::new(null_mut()));
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pub fn set_main_loop_callback<F>(callback: F)
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where
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F: FnMut(),
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{
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MAIN_LOOP_CALLBACK.with(|log| {
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*log.borrow_mut() = &callback as *const _ as *mut c_void;
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});
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unsafe {
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emscripten_set_main_loop(wrapper::<F>, -1, 1);
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}
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unsafe extern "C" fn wrapper<F>()
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where
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F: FnMut(),
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{
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MAIN_LOOP_CALLBACK.with(|z| {
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let closure = *z.borrow_mut() as *mut F;
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(*closure)();
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});
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}
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}
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}
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@@ -5,7 +5,6 @@ use sdl2::keyboard::Keycode;
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use sdl2::render::{Texture, TextureCreator};
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use sdl2::video::WindowContext;
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use sdl2::{pixels::Color, render::Canvas, video::Window};
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use tracing::event;
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use crate::constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD};
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use crate::direction::Direction;
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@@ -17,15 +17,13 @@ mod map;
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mod modulation;
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mod pacman;
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#[cfg(target_os = "emscripten")]
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mod emscripten;
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pub fn main() {
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let sdl_context = sdl2::init().unwrap();
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let video_subsystem = sdl_context.video().unwrap();
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// Setup tracing
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let subscriber = tracing_subscriber::fmt()
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.with_ansi(cfg!(not(target_os = "emscripten")))
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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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@@ -77,6 +75,7 @@ pub fn main() {
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|
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// TODO: Fix key repeat delay issues by using VecDeque for instant key repeat
|
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for event in event_pump.poll_iter() {
|
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|
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match event {
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// Handle quitting keys or window close
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Event::Quit { .. }
|
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@@ -146,7 +145,7 @@ pub fn main() {
|
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|
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true
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};
|
||||
|
||||
|
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loop {
|
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if !main_loop() {
|
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break;
|
||||
|
||||
Reference in New Issue
Block a user