mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 03:15:48 -06:00
Compare commits
9 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| fd7eecf53e | |||
| f540dc5373 | |||
| f51a3ddeb0 | |||
| 9f7c460369 | |||
| 2c0df99dea | |||
| cf12a04c69 | |||
| fa7e985c0d | |||
| f5ff90cb11 | |||
| a0f65b551c |
@@ -1,10 +1,12 @@
|
||||
[target.wasm32-unknown-emscripten]
|
||||
[target.'cfg(target_os = "emscripten")']
|
||||
# TODO: Document what the fuck this is.
|
||||
rustflags = [
|
||||
"-O", "-C", "link-args=-O2 --profiling",
|
||||
# "-O", "-C", "link-args=-O2 --profiling",
|
||||
#"-C", "link-args=-O3 --closure 1",
|
||||
# "-C", "link-args=-g -gsource-map",
|
||||
"-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=-sALLOW_MEMORY_GROWTH=1",
|
||||
"-C", "link-args=-sUSE_SDL=2 -sUSE_SDL_IMAGE=2 -sUSE_SDL_MIXER=2 -sUSE_OGG=1 -sUSE_SDL_GFX=2 -sUSE_SDL_TTF=2 -sSDL2_IMAGE_FORMATS=['png']",
|
||||
# USE_OGG, USE_VORBIS for OGG/VORBIS usage
|
||||
"-C", "link-args=--preload-file assets/",
|
||||
]
|
||||
]
|
||||
5
.gitignore
vendored
5
.gitignore
vendored
@@ -1,4 +1,7 @@
|
||||
/target
|
||||
/dist
|
||||
.idea
|
||||
*.dll
|
||||
*.dll
|
||||
rust-sdl2-emscripten/
|
||||
assets/build.css
|
||||
emsdk/
|
||||
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -89,11 +89,13 @@ name = "pacman"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"lazy_static",
|
||||
"libc",
|
||||
"sdl2",
|
||||
"spin_sleep",
|
||||
"tracing",
|
||||
"tracing-error",
|
||||
"tracing-subscriber",
|
||||
"winapi",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
|
||||
17
Cargo.toml
17
Cargo.toml
@@ -8,11 +8,18 @@ edition = "2021"
|
||||
[dependencies]
|
||||
lazy_static = "1.4.0"
|
||||
spin_sleep = "1.1.1"
|
||||
tracing = { version = "0.1.37", features = ["max_level_debug", "release_max_level_warn"]}
|
||||
tracing = { version = "0.1.37", features = ["max_level_debug", "release_max_level_debug"]}
|
||||
tracing-error = "0.2.0"
|
||||
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
|
||||
winapi = { version = "0.3", features = ["consoleapi", "fileapi", "handleapi", "processenv", "winbase", "wincon", "winnt", "winuser", "windef", "minwindef"] }
|
||||
|
||||
[dependencies.sdl2]
|
||||
|
||||
[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"]
|
||||
@@ -23,4 +30,8 @@ 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
|
||||
|
||||
[package.metadata.vcpkg.target]
|
||||
x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" }
|
||||
x86_64-pc-windows-msvc = { triplet = "x64-windows-static-md" }
|
||||
stable-x86_64-unknown-linux-gnu = { triplet = "x86_64-unknown-linux-gnu" }
|
||||
|
||||
[target.'cfg(target_os = "emscripten")'.dependencies]
|
||||
libc = "0.2.16"
|
||||
BIN
assets/TerminalVector.ttf
Normal file
BIN
assets/TerminalVector.ttf
Normal file
Binary file not shown.
BIN
assets/favicon.ico
Normal file
BIN
assets/favicon.ico
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.1 KiB |
@@ -1,27 +1,65 @@
|
||||
<!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'),
|
||||
};
|
||||
<head>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||
<title>Pac-Man Arcade</title>
|
||||
<link rel="stylesheet" href="build.css" />
|
||||
<style>
|
||||
</style>
|
||||
</head>
|
||||
<body class="bg-black text-yellow-400 text-center">
|
||||
<a
|
||||
href="https://github.com/Xevion/Pac-Man"
|
||||
class="absolute top-0 right-0"
|
||||
aria-label="View source on GitHub"
|
||||
>
|
||||
<svg
|
||||
width="80"
|
||||
height="80"
|
||||
viewBox="0 0 250 250"
|
||||
class="fill-yellow-400 text-black"
|
||||
aria-hidden="true"
|
||||
>
|
||||
<path d="M0,0 L115,115 L130,115 L142,142 L250,250 L250,0 Z"></path>
|
||||
<path
|
||||
d="M128.3,109.0 C113.8,99.7 119.0,89.6 119.0,89.6 C122.0,82.7 120.5,78.6 120.5,78.6 C119.2,72.0 123.4,76.3 123.4,76.3 C127.3,80.9 125.5,87.3 125.5,87.3 C122.9,97.6 130.6,101.9 134.4,103.2"
|
||||
class="octo-arm"
|
||||
></path>
|
||||
<path
|
||||
d="M115.0,115.0 C114.9,115.1 118.7,116.5 119.8,115.4 L133.7,101.6 C136.9,99.2 139.9,98.4 142.2,98.6 C133.8,88.0 127.5,74.4 143.8,58.0 C148.5,53.4 154.0,51.2 159.7,51.0 C160.3,49.4 163.2,43.6 171.4,40.1 C171.4,40.1 176.1,42.5 178.8,56.2 C183.1,58.6 187.2,61.8 190.9,65.4 C194.5,69.0 197.7,73.2 200.1,77.6 C213.8,80.2 216.3,84.9 216.3,84.9 C212.7,93.1 206.9,96.0 205.4,96.6 C205.1,102.4 203.0,107.8 198.3,112.5 C181.9,128.9 168.3,122.5 157.7,114.1 C157.9,116.9 156.7,120.9 152.7,124.9 L141.0,136.5 C139.8,137.7 141.6,141.9 141.8,141.8 Z"
|
||||
class="octo-body"
|
||||
></path>
|
||||
</svg>
|
||||
</a>
|
||||
<h1 class="text-4xl mt-10 scaled-text">Pac-Man Arcade</h1>
|
||||
<p class="text-lg mt-5 scaled-text">
|
||||
Welcome to the Pac-Man Arcade! Use the controls below to play.
|
||||
</p>
|
||||
<canvas
|
||||
id="canvas"
|
||||
class="block mx-auto mt-5"
|
||||
width="800"
|
||||
height="600"
|
||||
></canvas>
|
||||
<div class="mt-10">
|
||||
<span
|
||||
class="inline-block mx-2 px-4 py-2 bg-yellow-400 text-black rounded scaled-text"
|
||||
>← ↑ → ↓ Move</span
|
||||
>
|
||||
<span
|
||||
class="inline-block mx-2 px-4 py-2 bg-yellow-400 text-black rounded scaled-text"
|
||||
>Space Change Sprite</span
|
||||
>
|
||||
<span
|
||||
class="inline-block mx-2 px-4 py-2 bg-yellow-400 text-black rounded scaled-text"
|
||||
>Shift + ↑↓ Change Volume</span
|
||||
>
|
||||
</div>
|
||||
<script type="text/javascript">
|
||||
var Module = {
|
||||
canvas: document.getElementById("canvas"),
|
||||
};
|
||||
</script>
|
||||
<script src="pacman.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
<script type="text/javascript" src="pacman.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
21
assets/styles.scss
Normal file
21
assets/styles.scss
Normal file
@@ -0,0 +1,21 @@
|
||||
@tailwind base;
|
||||
@tailwind components;
|
||||
@tailwind utilities;
|
||||
|
||||
@font-face {
|
||||
font-family: "Liberation Mono";
|
||||
src:
|
||||
url("LiberationMono.woff2") format("woff2"),
|
||||
url("LiberationMono.woff") format("woff");
|
||||
font-weight: normal;
|
||||
font-style: normal;
|
||||
font-display: swap;
|
||||
}
|
||||
|
||||
canvas {
|
||||
@apply w-full h-[65vh] min-h-[200px] block mx-auto bg-black;
|
||||
}
|
||||
|
||||
.code {
|
||||
@apply px-1 rounded font-mono bg-zinc-900 border border-zinc-700 lowercase;
|
||||
}
|
||||
BIN
assets/wav/1.ogg
Normal file
BIN
assets/wav/1.ogg
Normal file
Binary file not shown.
BIN
assets/wav/2.ogg
Normal file
BIN
assets/wav/2.ogg
Normal file
Binary file not shown.
BIN
assets/wav/3.ogg
Normal file
BIN
assets/wav/3.ogg
Normal file
Binary file not shown.
BIN
assets/wav/4.ogg
Normal file
BIN
assets/wav/4.ogg
Normal file
Binary file not shown.
BIN
assets/wav/eating.wav
Normal file
BIN
assets/wav/eating.wav
Normal file
Binary file not shown.
BIN
assets/wav/waka_ka.wav
Normal file
BIN
assets/wav/waka_ka.wav
Normal file
Binary file not shown.
BIN
assets/wav/waka_wa.wav
Normal file
BIN
assets/wav/waka_wa.wav
Normal file
Binary file not shown.
@@ -38,7 +38,7 @@ fi
|
||||
if [ "$skip_emsdk" = 'false' ]; then
|
||||
echo "Activating Emscripten"
|
||||
# SDL2-TTF requires 3.1.43, fails to build on latest
|
||||
./../emsdk/emsdk activate 3.1.43
|
||||
../emsdk/emsdk activate 3.1.43
|
||||
source ../emsdk/emsdk_env.sh
|
||||
fi
|
||||
|
||||
@@ -59,15 +59,15 @@ mkdir -p dist
|
||||
output_folder="target/wasm32-unknown-emscripten/$build_type"
|
||||
cp assets/index.html dist
|
||||
|
||||
cp assets/*.woff* dist
|
||||
# cp assets/*.woff* dist
|
||||
cp assets/build.css dist
|
||||
cp assets/favicon.ico dist
|
||||
cp $output_folder/spiritus.wasm dist
|
||||
cp $output_folder/spiritus.js dist
|
||||
cp $output_folder/pacman.wasm dist
|
||||
cp $output_folder/pacman.js dist
|
||||
# only if .data file exists
|
||||
cp $output_folder/deps/spiritus.data dist
|
||||
if [ -f $output_folder/spiritus.wasm.map ]; then
|
||||
cp $output_folder/spiritus.wasm.map dist
|
||||
cp $output_folder/deps/pacman.data dist
|
||||
if [ -f $output_folder/pacman.wasm.map ]; then
|
||||
cp $output_folder/pacman.wasm.map dist
|
||||
fi
|
||||
|
||||
if [ "$serve" = 'true' ]; then
|
||||
194
build.ts
Normal file
194
build.ts
Normal file
@@ -0,0 +1,194 @@
|
||||
import { $ } from "bun";
|
||||
|
||||
// This is a bun script, run with `bun run build.ts`
|
||||
|
||||
import * as path from "path";
|
||||
import * as fs from "fs/promises";
|
||||
|
||||
async function clean() {
|
||||
console.log("Cleaning...");
|
||||
await $`cargo clean`;
|
||||
await $`rm -rf ./dist/`;
|
||||
console.log("Cleaned...");
|
||||
}
|
||||
|
||||
async function setupEmscripten() {
|
||||
const emsdkDir = "./emsdk";
|
||||
const emsdkExists = await fs
|
||||
.access(emsdkDir)
|
||||
.then(() => true)
|
||||
.catch(() => false);
|
||||
|
||||
if (!emsdkExists) {
|
||||
console.log("Cloning Emscripten SDK...");
|
||||
await $`git clone https://github.com/emscripten-core/emsdk.git`;
|
||||
} else {
|
||||
console.log("Emscripten SDK already exists, skipping clone.");
|
||||
}
|
||||
|
||||
const emscriptenToolchainPath = path.join(emsdkDir, "upstream", "emscripten");
|
||||
const toolchainInstalled = await fs
|
||||
.access(emscriptenToolchainPath)
|
||||
.then(() => true)
|
||||
.catch(() => false);
|
||||
|
||||
if (!toolchainInstalled) {
|
||||
console.log("Installing Emscripten toolchain...");
|
||||
await $`./emsdk/emsdk install 3.1.43`;
|
||||
} else {
|
||||
console.log(
|
||||
"Emscripten toolchain 3.1.43 already installed, skipping install."
|
||||
);
|
||||
}
|
||||
|
||||
console.log("Activating Emscripten...");
|
||||
await $`./emsdk/emsdk activate 3.1.43`;
|
||||
console.log("Emscripten activated.");
|
||||
|
||||
// Set EMSDK environment variable for subsequent commands
|
||||
process.env.EMSDK = path.resolve(emsdkDir);
|
||||
|
||||
const emsdkPython = path.join(path.resolve(emsdkDir), "python");
|
||||
const emsdkNode = path.join(path.resolve(emsdkDir), "node", "16.20.0_64bit"); // Adjust node version if needed
|
||||
const emsdkBin = path.join(path.resolve(emsdkDir), "upstream", "emscripten");
|
||||
process.env.PATH = `${emsdkPython}:${emsdkNode}:${emsdkBin}:${process.env.PATH}`;
|
||||
}
|
||||
|
||||
async function buildWeb(release: boolean) {
|
||||
console.log("Building WASM with Emscripten...");
|
||||
if (release) {
|
||||
await $`cargo build --target=wasm32-unknown-emscripten --release`;
|
||||
} else {
|
||||
await $`cargo build --target=wasm32-unknown-emscripten`;
|
||||
}
|
||||
|
||||
console.log("Generating CSS...");
|
||||
await $`pnpx postcss-cli ./assets/styles.scss -o ./assets/build.css`;
|
||||
|
||||
console.log("Copying WASM files...");
|
||||
const buildType = release ? "release" : "debug";
|
||||
const outputFolder = `target/wasm32-unknown-emscripten/${buildType}`;
|
||||
await $`mkdir -p dist`;
|
||||
await $`cp assets/index.html dist`;
|
||||
await $`cp assets/*.woff* dist`;
|
||||
await $`cp assets/build.css dist`;
|
||||
await $`cp assets/favicon.ico dist`;
|
||||
await $`cp ${outputFolder}/spiritus.wasm dist`;
|
||||
await $`cp ${outputFolder}/spiritus.js dist`;
|
||||
|
||||
// Check if .data file exists before copying
|
||||
try {
|
||||
await fs.access(`${outputFolder}/deps/spiritus.data`);
|
||||
await $`cp ${outputFolder}/deps/spiritus.data dist`;
|
||||
} catch (e) {
|
||||
console.log("No spiritus.data file found, skipping copy.");
|
||||
}
|
||||
|
||||
// Check if .map file exists before copying
|
||||
try {
|
||||
await fs.access(`${outputFolder}/spiritus.wasm.map`);
|
||||
await $`cp ${outputFolder}/spiritus.wasm.map dist`;
|
||||
} catch (e) {
|
||||
console.log("No spiritus.wasm.map file found, skipping copy.");
|
||||
}
|
||||
|
||||
console.log("WASM files copied.");
|
||||
}
|
||||
|
||||
async function serve() {
|
||||
console.log("Serving WASM with Emscripten...");
|
||||
await $`python3 -m http.server -d ./dist/ 8080`;
|
||||
}
|
||||
|
||||
async function main() {
|
||||
const args = process.argv.slice(2);
|
||||
|
||||
let release = false;
|
||||
let serveFiles = false;
|
||||
let skipEmscriptenSetup = false;
|
||||
let cleanProject = false;
|
||||
let target = "web"; // Default target
|
||||
|
||||
for (const arg of args) {
|
||||
switch (arg) {
|
||||
case "-r":
|
||||
release = true;
|
||||
break;
|
||||
case "-s":
|
||||
serveFiles = true;
|
||||
break;
|
||||
case "-e":
|
||||
skipEmscriptenSetup = true;
|
||||
break;
|
||||
case "-c":
|
||||
cleanProject = true;
|
||||
break;
|
||||
case "--target=linux":
|
||||
target = "linux";
|
||||
break;
|
||||
case "--target=windows":
|
||||
target = "windows";
|
||||
break;
|
||||
case "--target=web":
|
||||
target = "web";
|
||||
break;
|
||||
case "-h":
|
||||
case "--help":
|
||||
console.log(`
|
||||
Usage: ts-node build.ts [options]
|
||||
|
||||
Options:
|
||||
-r Build in release mode
|
||||
-s Serve the WASM files once built (for web target)
|
||||
-e Skip EMSDK setup (GitHub workflow only)
|
||||
-c Clean the target/dist directory
|
||||
--target=[web|linux|windows] Specify target platform (default: web)
|
||||
-h, --help Show this help message
|
||||
`);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (cleanProject) {
|
||||
await clean();
|
||||
}
|
||||
|
||||
if (!skipEmscriptenSetup && target === "web") {
|
||||
await setupEmscripten();
|
||||
}
|
||||
|
||||
switch (target) {
|
||||
case "web":
|
||||
await buildWeb(release);
|
||||
if (serveFiles) {
|
||||
await serve();
|
||||
}
|
||||
break;
|
||||
case "linux":
|
||||
console.log("Building for Linux...");
|
||||
if (release) {
|
||||
await $`cargo build --release`;
|
||||
} else {
|
||||
await $`cargo build`;
|
||||
}
|
||||
console.log("Linux build complete.");
|
||||
break;
|
||||
case "windows":
|
||||
console.log("Building for Windows...");
|
||||
if (release) {
|
||||
await $`cargo build --release --target=x86_64-pc-windows-msvc`; // Assuming MSVC toolchain
|
||||
} else {
|
||||
await $`cargo build --target=x86_64-pc-windows-msvc`;
|
||||
}
|
||||
console.log("Windows build complete.");
|
||||
break;
|
||||
default:
|
||||
console.error("Invalid target specified.");
|
||||
process.exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
main().catch((err) => {
|
||||
console.error(err);
|
||||
process.exit(1);
|
||||
});
|
||||
@@ -1,3 +1,4 @@
|
||||
//! This module provides a simple animation system for textures.
|
||||
use sdl2::{
|
||||
rect::Rect,
|
||||
render::{Canvas, Texture},
|
||||
@@ -6,18 +7,37 @@ use sdl2::{
|
||||
|
||||
use crate::direction::Direction;
|
||||
|
||||
/// An animated texture, which is a texture that is rendered as a series of
|
||||
/// frames.
|
||||
pub struct AnimatedTexture<'a> {
|
||||
raw_texture: Texture<'a>,
|
||||
/// The current tick of the animation.
|
||||
ticker: u32,
|
||||
/// Whether the animation is currently playing in reverse.
|
||||
reversed: bool,
|
||||
/// The offset of the texture, in pixels.
|
||||
offset: (i32, i32),
|
||||
/// The number of ticks per frame.
|
||||
ticks_per_frame: u32,
|
||||
/// The number of frames in the animation.
|
||||
frame_count: u32,
|
||||
/// The width of each frame, in pixels.
|
||||
frame_width: u32,
|
||||
/// The height of each frame, in pixels.
|
||||
frame_height: u32,
|
||||
}
|
||||
|
||||
impl<'a> AnimatedTexture<'a> {
|
||||
/// Creates a new `AnimatedTexture`.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `texture` - The texture to animate.
|
||||
/// * `ticks_per_frame` - The number of ticks to display each frame for.
|
||||
/// * `frame_count` - The number of frames in the animation.
|
||||
/// * `frame_width` - The width of each frame.
|
||||
/// * `frame_height` - The height of each frame.
|
||||
/// * `offset` - The offset of the texture, in pixels.
|
||||
pub fn new(
|
||||
texture: Texture<'a>,
|
||||
ticks_per_frame: u32,
|
||||
@@ -38,12 +58,14 @@ impl<'a> AnimatedTexture<'a> {
|
||||
}
|
||||
}
|
||||
|
||||
// Get the current frame number
|
||||
/// Returns the current frame number.
|
||||
fn current_frame(&self) -> u32 {
|
||||
self.ticker / self.ticks_per_frame
|
||||
}
|
||||
|
||||
// Move to the next frame. If we are at the end of the animation, reverse the direction
|
||||
/// Advances the animation by one tick.
|
||||
///
|
||||
/// The animation will play forwards, then backwards, then forwards, and so on.
|
||||
pub fn tick(&mut self) {
|
||||
if self.reversed {
|
||||
self.ticker -= 1;
|
||||
@@ -60,7 +82,7 @@ impl<'a> AnimatedTexture<'a> {
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate the frame rect (portion of the texture to render) for the given frame.
|
||||
/// Calculates the source rectangle 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);
|
||||
@@ -74,6 +96,13 @@ impl<'a> AnimatedTexture<'a> {
|
||||
)
|
||||
}
|
||||
|
||||
/// Renders the animation to the canvas.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `canvas` - The canvas to render to.
|
||||
/// * `position` - The position to render the animation at.
|
||||
/// * `direction` - The direction the animation is facing.
|
||||
pub fn render(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<Window>,
|
||||
@@ -84,7 +113,15 @@ impl<'a> AnimatedTexture<'a> {
|
||||
self.tick();
|
||||
}
|
||||
|
||||
// Functions like render, but only ticks the animation until the given frame is reached.
|
||||
/// Renders the animation to the canvas, but only ticks the animation until
|
||||
/// the given frame is reached.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `canvas` - The canvas to render to.
|
||||
/// * `position` - The position to render the animation at.
|
||||
/// * `direction` - The direction the animation is facing.
|
||||
/// * `frame` - The frame to render until.
|
||||
pub fn render_until(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<Window>,
|
||||
@@ -92,7 +129,9 @@ impl<'a> AnimatedTexture<'a> {
|
||||
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.
|
||||
// TODO: If the frame we're targeting is in the opposite direction (due
|
||||
// to self.reverse), we should pre-emptively reverse. This would require
|
||||
// a more complex ticking mechanism.
|
||||
let current = self.current_frame();
|
||||
self.render_static(canvas, position, direction, Some(current));
|
||||
|
||||
@@ -101,7 +140,14 @@ impl<'a> AnimatedTexture<'a> {
|
||||
}
|
||||
}
|
||||
|
||||
// Renders a specific frame of the animation. Defaults to the current frame.
|
||||
/// Renders a specific frame of the animation.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `canvas` - The canvas to render to.
|
||||
/// * `position` - The position to render the animation at.
|
||||
/// * `direction` - The direction the animation is facing.
|
||||
/// * `frame` - The frame to render. If `None`, the current frame is used.
|
||||
pub fn render_static(
|
||||
&mut self,
|
||||
canvas: &mut Canvas<Window>,
|
||||
|
||||
82
src/audio.rs
Normal file
82
src/audio.rs
Normal file
@@ -0,0 +1,82 @@
|
||||
//! This module handles the audio playback for the game.
|
||||
use sdl2::{
|
||||
mixer::{self, Chunk, InitFlag, LoaderRWops, DEFAULT_FORMAT},
|
||||
rwops::RWops,
|
||||
};
|
||||
|
||||
const SOUND_1_DATA: &[u8] = include_bytes!("../assets/wav/1.ogg");
|
||||
const SOUND_2_DATA: &[u8] = include_bytes!("../assets/wav/2.ogg");
|
||||
const SOUND_3_DATA: &[u8] = include_bytes!("../assets/wav/3.ogg");
|
||||
const SOUND_4_DATA: &[u8] = include_bytes!("../assets/wav/4.ogg");
|
||||
|
||||
/// An array of all the sound effect data.
|
||||
const SOUND_DATA: [&[u8]; 4] = [SOUND_1_DATA, SOUND_2_DATA, SOUND_3_DATA, SOUND_4_DATA];
|
||||
|
||||
/// The audio system for the game.
|
||||
///
|
||||
/// This struct is responsible for initializing the audio device, loading sounds,
|
||||
/// and playing them.
|
||||
pub struct Audio {
|
||||
_mixer_context: mixer::Sdl2MixerContext,
|
||||
sounds: Vec<Chunk>,
|
||||
next_sound_index: usize,
|
||||
}
|
||||
|
||||
impl Audio {
|
||||
/// Creates a new `Audio` instance.
|
||||
pub fn new() -> Self {
|
||||
let frequency = 44100;
|
||||
let format = DEFAULT_FORMAT;
|
||||
let channels = 4;
|
||||
let chunk_size = 128;
|
||||
mixer::open_audio(frequency, format, 1, chunk_size).expect("Failed to open audio");
|
||||
mixer::allocate_channels(channels);
|
||||
|
||||
// set channel volume
|
||||
for i in 0..channels {
|
||||
mixer::Channel(i as i32).set_volume(32);
|
||||
}
|
||||
|
||||
let mixer_context = mixer::init(InitFlag::OGG).expect("Failed to initialize SDL2_mixer");
|
||||
|
||||
let sounds: Vec<Chunk> = SOUND_DATA
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(i, data)| {
|
||||
let rwops = RWops::from_bytes(data)
|
||||
.expect(&format!("Failed to create RWops for sound {}", i + 1));
|
||||
rwops.load_wav().expect(&format!(
|
||||
"Failed to load sound {} from embedded data",
|
||||
i + 1
|
||||
))
|
||||
})
|
||||
.collect();
|
||||
|
||||
Audio {
|
||||
_mixer_context: mixer_context,
|
||||
sounds,
|
||||
next_sound_index: 0,
|
||||
}
|
||||
}
|
||||
|
||||
/// Plays the "eat" sound effect.
|
||||
///
|
||||
/// This function also logs the time since the last sound effect was played.
|
||||
pub fn eat(&mut self) {
|
||||
if let Some(chunk) = self.sounds.get(self.next_sound_index) {
|
||||
match mixer::Channel(0).play(chunk, 0) {
|
||||
Ok(channel) => {
|
||||
tracing::info!(
|
||||
"Playing sound #{} on channel {:?}",
|
||||
self.next_sound_index + 1,
|
||||
channel
|
||||
);
|
||||
}
|
||||
Err(e) => {
|
||||
tracing::warn!("Could not play sound #{}: {}", self.next_sound_index + 1, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
self.next_sound_index = (self.next_sound_index + 1) % self.sounds.len();
|
||||
}
|
||||
}
|
||||
@@ -1,21 +1,40 @@
|
||||
//! This module contains all the constants used in the game.
|
||||
|
||||
/// The width of the game board, in cells.
|
||||
pub const BOARD_WIDTH: u32 = 28;
|
||||
pub const BOARD_HEIGHT: u32 = 31; // Adjusted to fit map texture?
|
||||
/// The height of the game board, in cells.
|
||||
pub const BOARD_HEIGHT: u32 = 31;
|
||||
/// The size of each cell, in pixels.
|
||||
pub const CELL_SIZE: u32 = 24;
|
||||
|
||||
pub const BOARD_OFFSET: (u32, u32) = (0, 3); // Relative cell offset for where map text / grid starts
|
||||
/// The offset of the game board from the top-left corner of the window, in
|
||||
/// cells.
|
||||
pub const BOARD_OFFSET: (u32, u32) = (0, 3);
|
||||
|
||||
/// The width of the window, in pixels.
|
||||
pub const WINDOW_WIDTH: u32 = CELL_SIZE * BOARD_WIDTH;
|
||||
pub const WINDOW_HEIGHT: u32 = CELL_SIZE * (BOARD_HEIGHT + 6); // Map texture is 6 cells taller (3 above, 3 below) than the grid
|
||||
/// The height of the window, in pixels.
|
||||
///
|
||||
/// The map texture is 6 cells taller than the grid (3 above, 3 below), so we
|
||||
/// add 6 to the board height to get the window height.
|
||||
pub const WINDOW_HEIGHT: u32 = CELL_SIZE * (BOARD_HEIGHT + 6);
|
||||
|
||||
/// An enum representing the different types of tiles on the map.
|
||||
#[derive(Debug, Copy, Clone, PartialEq)]
|
||||
pub enum MapTile {
|
||||
/// An empty tile.
|
||||
Empty,
|
||||
/// A wall tile.
|
||||
Wall,
|
||||
/// A regular pellet.
|
||||
Pellet,
|
||||
/// A power pellet.
|
||||
PowerPellet,
|
||||
/// A starting position for an entity.
|
||||
StartingPosition(u8),
|
||||
}
|
||||
|
||||
/// The raw layout of the game board, as a 2D array of characters.
|
||||
pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
|
||||
"############################",
|
||||
"#............##............#",
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
//! This module defines the `Direction` enum, which is used to represent the
|
||||
//! direction of an entity.
|
||||
use sdl2::keyboard::Keycode;
|
||||
|
||||
/// An enum representing the direction of an entity.
|
||||
#[derive(Debug, Copy, Clone, PartialEq)]
|
||||
pub enum Direction {
|
||||
Up,
|
||||
@@ -9,6 +12,7 @@ pub enum Direction {
|
||||
}
|
||||
|
||||
impl Direction {
|
||||
/// Returns the angle of the direction in degrees.
|
||||
pub fn angle(&self) -> f64 {
|
||||
match self {
|
||||
Direction::Right => 0f64,
|
||||
@@ -18,6 +22,7 @@ impl Direction {
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the offset of the direction as a tuple of (x, y).
|
||||
pub fn offset(&self) -> (i32, i32) {
|
||||
match self {
|
||||
Direction::Right => (1, 0),
|
||||
@@ -27,16 +32,27 @@ impl Direction {
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the opposite direction.
|
||||
pub fn opposite(&self) -> Direction {
|
||||
match self {
|
||||
Direction::Right => Direction::Left,
|
||||
Direction::Down => Direction::Up,
|
||||
Direction::Left => Direction::Right,
|
||||
Direction::Up => Direction::Down,
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a `Direction` from a `Keycode`.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `keycode` - The keycode to convert.
|
||||
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),
|
||||
Keycode::D | Keycode::Right => Some(Direction::Right),
|
||||
Keycode::A | Keycode::Left => Some(Direction::Left),
|
||||
Keycode::W | Keycode::Up => Some(Direction::Up),
|
||||
Keycode::S | Keycode::Down => Some(Direction::Down),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,16 @@
|
||||
//! This module defines the `Entity` trait, which is implemented by all game
|
||||
//! objects that can be moved and rendered.
|
||||
|
||||
/// A trait for game objects that can be moved and rendered.
|
||||
pub trait Entity {
|
||||
// Returns true if the entity is colliding with the other entity
|
||||
/// Returns true if the entity is colliding with the other entity.
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool;
|
||||
// Returns the absolute position of the entity
|
||||
/// Returns the absolute position of the entity, in pixels.
|
||||
fn position(&self) -> (i32, i32);
|
||||
// Returns the cell position of the entity (XY position within the grid)
|
||||
/// Returns the cell position of the entity, in grid coordinates.
|
||||
fn cell_position(&self) -> (u32, u32);
|
||||
/// Returns the position of the entity within its current cell, in pixels.
|
||||
fn internal_position(&self) -> (u32, u32);
|
||||
// Tick the entity (move it, perform collision checks, etc)
|
||||
/// Ticks the entity, which updates its state and position.
|
||||
fn tick(&mut self);
|
||||
}
|
||||
|
||||
225
src/game.rs
225
src/game.rs
@@ -1,19 +1,33 @@
|
||||
//! This module contains the main game logic and state.
|
||||
use std::rc::Rc;
|
||||
|
||||
use sdl2::image::LoadTexture;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::render::{Texture, TextureCreator};
|
||||
use sdl2::ttf::{Font, FontStyle};
|
||||
use sdl2::rwops::RWops;
|
||||
use sdl2::ttf::Font;
|
||||
use sdl2::video::WindowContext;
|
||||
use sdl2::{pixels::Color, render::Canvas, video::Window};
|
||||
use tracing::event;
|
||||
|
||||
use crate::audio::Audio;
|
||||
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;
|
||||
|
||||
// Embed texture data directly into the executable
|
||||
static PACMAN_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/pacman.png");
|
||||
static PELLET_TEXTURE_DATA: &[u8] = include_bytes!("../assets/24/pellet.png");
|
||||
static POWER_PELLET_TEXTURE_DATA: &[u8] = include_bytes!("../assets/24/energizer.png");
|
||||
static MAP_TEXTURE_DATA: &[u8] = include_bytes!("../assets/map.png");
|
||||
static FONT_DATA: &[u8] = include_bytes!("../assets/font/konami.ttf");
|
||||
|
||||
/// The main game state.
|
||||
///
|
||||
/// This struct contains all the information necessary to run the game, including
|
||||
/// the canvas, textures, fonts, game objects, and the current score.
|
||||
pub struct Game<'a> {
|
||||
canvas: &'a mut Canvas<Window>,
|
||||
map_texture: Texture<'a>,
|
||||
@@ -24,46 +38,75 @@ pub struct Game<'a> {
|
||||
map: Rc<std::cell::RefCell<Map>>,
|
||||
debug: bool,
|
||||
score: u32,
|
||||
audio: Audio,
|
||||
}
|
||||
|
||||
impl Game<'_> {
|
||||
/// Creates a new `Game` instance.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `canvas` - The SDL canvas to render to.
|
||||
/// * `texture_creator` - The SDL texture creator.
|
||||
/// * `ttf_context` - The SDL TTF context.
|
||||
/// * `_audio_subsystem` - The SDL audio subsystem (currently unused).
|
||||
pub fn new<'a>(
|
||||
canvas: &'a mut Canvas<Window>,
|
||||
texture_creator: &'a TextureCreator<WindowContext>,
|
||||
ttf_context: &'a sdl2::ttf::Sdl2TtfContext,
|
||||
_audio_subsystem: &'a sdl2::AudioSubsystem,
|
||||
) -> Game<'a> {
|
||||
let map = Rc::new(std::cell::RefCell::new(Map::new(RAW_BOARD)));
|
||||
|
||||
// Load Pacman texture from embedded data
|
||||
let pacman_atlas = texture_creator
|
||||
.load_texture("assets/32/pacman.png")
|
||||
.expect("Could not load pacman texture");
|
||||
.load_texture_bytes(PACMAN_TEXTURE_DATA)
|
||||
.expect("Could not load pacman texture from embedded data");
|
||||
let pacman = Pacman::new((1, 1), pacman_atlas, Rc::clone(&map));
|
||||
|
||||
// Load pellet texture from embedded data
|
||||
let pellet_texture = texture_creator
|
||||
.load_texture("assets/24/pellet.png")
|
||||
.expect("Could not load pellet texture");
|
||||
let power_pellet_texture = texture_creator
|
||||
.load_texture("assets/24/energizer.png")
|
||||
.expect("Could not load power pellet texture");
|
||||
.load_texture_bytes(PELLET_TEXTURE_DATA)
|
||||
.expect("Could not load pellet texture from embedded data");
|
||||
|
||||
// Load power pellet texture from embedded data
|
||||
let power_pellet_texture = texture_creator
|
||||
.load_texture_bytes(POWER_PELLET_TEXTURE_DATA)
|
||||
.expect("Could not load power pellet texture from embedded data");
|
||||
|
||||
// Load font from embedded data
|
||||
let font_rwops = RWops::from_bytes(FONT_DATA).expect("Failed to create RWops for font");
|
||||
let font = ttf_context
|
||||
.load_font("assets/font/konami.ttf", 24)
|
||||
.expect("Could not load font");
|
||||
.load_font_from_rwops(font_rwops, 24)
|
||||
.expect("Could not load font from embedded data");
|
||||
|
||||
let audio = Audio::new();
|
||||
|
||||
// Load map texture from embedded data
|
||||
let mut map_texture = texture_creator
|
||||
.load_texture_bytes(MAP_TEXTURE_DATA)
|
||||
.expect("Could not load map texture from embedded data");
|
||||
map_texture.set_color_mod(0, 0, 255);
|
||||
|
||||
Game {
|
||||
canvas,
|
||||
pacman: pacman,
|
||||
debug: false,
|
||||
map: map,
|
||||
map_texture: texture_creator
|
||||
.load_texture("assets/map.png")
|
||||
.expect("Could not load map texture"),
|
||||
map_texture,
|
||||
pellet_texture,
|
||||
power_pellet_texture,
|
||||
font,
|
||||
score: 0,
|
||||
audio,
|
||||
}
|
||||
}
|
||||
|
||||
/// Handles a keyboard event.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `keycode` - The keycode of the key that was pressed.
|
||||
pub fn keyboard_event(&mut self, keycode: Keycode) {
|
||||
// Change direction
|
||||
let direction = Direction::from_keycode(keycode);
|
||||
@@ -73,17 +116,48 @@ impl Game<'_> {
|
||||
if keycode == Keycode::Space {
|
||||
self.debug = !self.debug;
|
||||
}
|
||||
|
||||
// Reset game
|
||||
if keycode == Keycode::R {
|
||||
self.reset();
|
||||
}
|
||||
}
|
||||
|
||||
/// Adds points to the score.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `points` - The number of points to add.
|
||||
pub fn add_score(&mut self, points: u32) {
|
||||
self.score += points;
|
||||
}
|
||||
|
||||
pub fn tick(&mut self) {
|
||||
self.pacman.tick();
|
||||
self.check_pellet_eating();
|
||||
/// Resets the game to its initial state.
|
||||
pub fn reset(&mut self) {
|
||||
// Reset the map to restore all pellets
|
||||
{
|
||||
let mut map = self.map.borrow_mut();
|
||||
map.reset();
|
||||
}
|
||||
|
||||
// Reset the score
|
||||
self.score = 0;
|
||||
|
||||
// Reset Pacman position (you might want to customize this)
|
||||
// For now, we'll keep Pacman where he is, but you could add:
|
||||
// self.pacman.position = Map::cell_to_pixel((1, 1));
|
||||
|
||||
event!(tracing::Level::INFO, "Game reset - map and score cleared");
|
||||
}
|
||||
|
||||
/// Advances the game by one tick.
|
||||
pub fn tick(&mut self) {
|
||||
self.check_pellet_eating();
|
||||
self.pacman.tick();
|
||||
}
|
||||
|
||||
/// Checks if Pac-Man is currently eating a pellet and updates the game state
|
||||
/// accordingly.
|
||||
fn check_pellet_eating(&mut self) {
|
||||
let cell_pos = self.pacman.cell_position();
|
||||
|
||||
@@ -94,40 +168,30 @@ impl Game<'_> {
|
||||
};
|
||||
|
||||
if let Some(tile) = tile {
|
||||
match tile {
|
||||
MapTile::Pellet => {
|
||||
// Eat the pellet and add score
|
||||
{
|
||||
let mut map = self.map.borrow_mut();
|
||||
map.set_tile((cell_pos.0 as i32, cell_pos.1 as i32), MapTile::Empty);
|
||||
}
|
||||
self.add_score(10);
|
||||
event!(
|
||||
tracing::Level::DEBUG,
|
||||
"Pellet eaten at ({}, {})",
|
||||
cell_pos.0,
|
||||
cell_pos.1
|
||||
);
|
||||
let pellet_value = match tile {
|
||||
MapTile::Pellet => Some(10),
|
||||
MapTile::PowerPellet => Some(50),
|
||||
_ => None,
|
||||
};
|
||||
|
||||
if let Some(value) = pellet_value {
|
||||
{
|
||||
let mut map = self.map.borrow_mut();
|
||||
map.set_tile((cell_pos.0 as i32, cell_pos.1 as i32), MapTile::Empty);
|
||||
}
|
||||
MapTile::PowerPellet => {
|
||||
// Eat the power pellet and add score
|
||||
{
|
||||
let mut map = self.map.borrow_mut();
|
||||
map.set_tile((cell_pos.0 as i32, cell_pos.1 as i32), MapTile::Empty);
|
||||
}
|
||||
self.add_score(50);
|
||||
event!(
|
||||
tracing::Level::DEBUG,
|
||||
"Power pellet eaten at ({}, {})",
|
||||
cell_pos.0,
|
||||
cell_pos.1
|
||||
);
|
||||
}
|
||||
_ => {}
|
||||
self.add_score(value);
|
||||
self.audio.eat();
|
||||
event!(
|
||||
tracing::Level::DEBUG,
|
||||
"Pellet eaten at ({}, {})",
|
||||
cell_pos.0,
|
||||
cell_pos.1
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Draws the entire game to the canvas.
|
||||
pub fn draw(&mut self) {
|
||||
// Clear the screen (black)
|
||||
self.canvas.set_draw_color(Color::RGB(0, 0, 0));
|
||||
@@ -139,13 +203,35 @@ impl Game<'_> {
|
||||
.expect("Could not render texture on canvas");
|
||||
|
||||
// Render pellets
|
||||
self.render_pellets();
|
||||
for x in 0..BOARD_WIDTH {
|
||||
for y in 0..BOARD_HEIGHT {
|
||||
let tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile((x as i32, y as i32))
|
||||
.unwrap_or(MapTile::Empty);
|
||||
|
||||
let texture = match tile {
|
||||
MapTile::Pellet => Some(&self.pellet_texture),
|
||||
MapTile::PowerPellet => Some(&self.power_pellet_texture),
|
||||
_ => None,
|
||||
};
|
||||
|
||||
if let Some(texture) = texture {
|
||||
let position = Map::cell_to_pixel((x, y));
|
||||
let dst_rect = sdl2::rect::Rect::new(position.0, position.1, 24, 24);
|
||||
self.canvas
|
||||
.copy(texture, None, Some(dst_rect))
|
||||
.expect("Could not render pellet");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Render the pacman
|
||||
self.pacman.render(self.canvas);
|
||||
|
||||
// Render score
|
||||
self.render_score();
|
||||
self.render_ui();
|
||||
|
||||
// Draw the debug grid
|
||||
if self.debug {
|
||||
@@ -185,6 +271,12 @@ impl Game<'_> {
|
||||
self.canvas.present();
|
||||
}
|
||||
|
||||
/// Draws a single cell to the canvas with the given color.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `cell` - The cell to draw, in grid coordinates.
|
||||
/// * `color` - The color to draw the cell with.
|
||||
fn draw_cell(&mut self, cell: (u32, u32), color: Color) {
|
||||
let position = Map::cell_to_pixel(cell);
|
||||
|
||||
@@ -199,37 +291,8 @@ impl Game<'_> {
|
||||
.expect("Could not draw rectangle");
|
||||
}
|
||||
|
||||
fn render_pellets(&mut self) {
|
||||
for x in 0..BOARD_WIDTH {
|
||||
for y in 0..BOARD_HEIGHT {
|
||||
let tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile((x as i32, y as i32))
|
||||
.unwrap_or(MapTile::Empty);
|
||||
|
||||
match tile {
|
||||
MapTile::Pellet => {
|
||||
let position = Map::cell_to_pixel((x, y));
|
||||
let dst_rect = sdl2::rect::Rect::new(position.0, position.1, 24, 24);
|
||||
self.canvas
|
||||
.copy(&self.pellet_texture, None, Some(dst_rect))
|
||||
.expect("Could not render pellet");
|
||||
}
|
||||
MapTile::PowerPellet => {
|
||||
let position = Map::cell_to_pixel((x, y));
|
||||
let dst_rect = sdl2::rect::Rect::new(position.0, position.1, 24, 24);
|
||||
self.canvas
|
||||
.copy(&self.power_pellet_texture, None, Some(dst_rect))
|
||||
.expect("Could not render power pellet");
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn render_score(&mut self) {
|
||||
/// Renders the user interface, including the score and lives.
|
||||
fn render_ui(&mut self) {
|
||||
let lives = 3;
|
||||
let score_text = format!("{:02}", self.score);
|
||||
|
||||
@@ -239,6 +302,7 @@ impl Game<'_> {
|
||||
let score_offset = 7 - (score_text.len() as i32);
|
||||
let gap_offset = 6;
|
||||
|
||||
// Render the score and high score
|
||||
self.render_text(
|
||||
&format!("{}UP HIGH SCORE ", lives),
|
||||
(24 * lives_offset + x_offset, y_offset),
|
||||
@@ -251,6 +315,7 @@ impl Game<'_> {
|
||||
);
|
||||
}
|
||||
|
||||
/// Renders text to the screen at the given position.
|
||||
fn render_text(&mut self, text: &str, position: (i32, i32), color: Color) {
|
||||
let surface = self
|
||||
.font
|
||||
@@ -262,11 +327,9 @@ impl Game<'_> {
|
||||
let texture = texture_creator
|
||||
.create_texture_from_surface(&surface)
|
||||
.expect("Could not create texture from surface");
|
||||
|
||||
let query = texture.query();
|
||||
|
||||
let dst_rect =
|
||||
sdl2::rect::Rect::new(position.0, position.1, query.width + 4, query.height + 4);
|
||||
let dst_rect = sdl2::rect::Rect::new(position.0, position.1, query.width, query.height);
|
||||
|
||||
self.canvas
|
||||
.copy(&texture, None, Some(dst_rect))
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
//! This module contains helper functions that are used throughout the game.
|
||||
|
||||
/// Checks if two grid positions are adjacent to each other
|
||||
///
|
||||
/// # Arguments
|
||||
|
||||
75
src/main.rs
75
src/main.rs
@@ -1,3 +1,5 @@
|
||||
#![windows_subsystem = "windows"]
|
||||
|
||||
use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
|
||||
use crate::game::Game;
|
||||
use sdl2::event::{Event, WindowEvent};
|
||||
@@ -7,7 +9,51 @@ use tracing::event;
|
||||
use tracing_error::ErrorLayer;
|
||||
use tracing_subscriber::layer::SubscriberExt;
|
||||
|
||||
#[cfg(windows)]
|
||||
use winapi::{
|
||||
shared::{ntdef::NULL, windef::HWND},
|
||||
um::{
|
||||
fileapi::{CreateFileA, OPEN_EXISTING},
|
||||
handleapi::INVALID_HANDLE_VALUE,
|
||||
processenv::SetStdHandle,
|
||||
winbase::{STD_ERROR_HANDLE, STD_OUTPUT_HANDLE},
|
||||
wincon::{AttachConsole, GetConsoleWindow},
|
||||
winnt::{FILE_SHARE_READ, FILE_SHARE_WRITE, GENERIC_READ, GENERIC_WRITE},
|
||||
},
|
||||
};
|
||||
|
||||
/// Attaches the process to the parent console on Windows.
|
||||
///
|
||||
/// This allows the application to print to the console when run from a terminal,
|
||||
/// which is useful for debugging purposes. If the application is not run from a
|
||||
/// terminal, this function does nothing.
|
||||
#[cfg(windows)]
|
||||
unsafe fn attach_console() {
|
||||
if GetConsoleWindow() != std::ptr::null_mut() as HWND {
|
||||
return;
|
||||
}
|
||||
|
||||
if AttachConsole(winapi::um::wincon::ATTACH_PARENT_PROCESS) != 0 {
|
||||
let handle = CreateFileA(
|
||||
"CONOUT$\0".as_ptr() as *const i8,
|
||||
GENERIC_READ | GENERIC_WRITE,
|
||||
FILE_SHARE_READ | FILE_SHARE_WRITE,
|
||||
std::ptr::null_mut(),
|
||||
OPEN_EXISTING,
|
||||
0,
|
||||
NULL,
|
||||
);
|
||||
|
||||
if handle != INVALID_HANDLE_VALUE {
|
||||
SetStdHandle(STD_OUTPUT_HANDLE, handle);
|
||||
SetStdHandle(STD_ERROR_HANDLE, handle);
|
||||
}
|
||||
}
|
||||
// Do NOT call AllocConsole here - we don't want a console when launched from Explorer
|
||||
}
|
||||
|
||||
mod animation;
|
||||
mod audio;
|
||||
mod constants;
|
||||
mod direction;
|
||||
mod entity;
|
||||
@@ -17,9 +63,20 @@ mod map;
|
||||
mod modulation;
|
||||
mod pacman;
|
||||
|
||||
/// The main entry point of the application.
|
||||
///
|
||||
/// This function initializes SDL, the window, the game state, and then enters
|
||||
/// the main game loop.
|
||||
pub fn main() {
|
||||
// Attaches the console on Windows for debugging purposes.
|
||||
#[cfg(windows)]
|
||||
unsafe {
|
||||
attach_console();
|
||||
}
|
||||
|
||||
let sdl_context = sdl2::init().unwrap();
|
||||
let video_subsystem = sdl_context.video().unwrap();
|
||||
let audio_subsystem = sdl_context.audio().unwrap();
|
||||
let ttf_context = sdl2::ttf::init().unwrap();
|
||||
|
||||
// Setup tracing
|
||||
@@ -47,7 +104,12 @@ pub fn main() {
|
||||
.expect("Could not set logical size");
|
||||
|
||||
let texture_creator = canvas.texture_creator();
|
||||
let mut game = Game::new(&mut canvas, &texture_creator, &ttf_context);
|
||||
let mut game = Game::new(
|
||||
&mut canvas,
|
||||
&texture_creator,
|
||||
&ttf_context,
|
||||
&audio_subsystem,
|
||||
);
|
||||
|
||||
let mut event_pump = sdl_context
|
||||
.event_pump()
|
||||
@@ -57,13 +119,16 @@ pub fn main() {
|
||||
game.draw();
|
||||
game.tick();
|
||||
|
||||
// The target time for each frame of the game loop (60 FPS).
|
||||
let loop_time = Duration::from_secs(1) / 60;
|
||||
let mut tick_no = 0u32;
|
||||
|
||||
// The start of a period of time over which we average the frame time.
|
||||
let mut last_averaging_time = Instant::now();
|
||||
// The total time spent sleeping during the current averaging period.
|
||||
let mut sleep_time = Duration::ZERO;
|
||||
let mut paused = false;
|
||||
// Whether the window is currently shown.
|
||||
let mut shown = false;
|
||||
|
||||
event!(
|
||||
@@ -74,7 +139,9 @@ pub fn main() {
|
||||
let mut main_loop = || {
|
||||
let start = Instant::now();
|
||||
|
||||
// TODO: Fix key repeat delay issues by using VecDeque for instant key repeat
|
||||
// TODO: Fix key repeat delay issues by using a queue for keyboard events.
|
||||
// This would allow for instant key repeat without being affected by the
|
||||
// main loop's tick rate.
|
||||
for event in event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Window { win_event, .. } => match win_event {
|
||||
@@ -115,7 +182,8 @@ pub fn main() {
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Proper pausing implementation that does not interfere with statistic gathering
|
||||
// TODO: Implement a proper pausing mechanism that does not interfere with
|
||||
// statistic gathering and other background tasks.
|
||||
if !paused {
|
||||
game.tick();
|
||||
game.draw();
|
||||
@@ -144,6 +212,7 @@ pub fn main() {
|
||||
|
||||
tick_no += 1;
|
||||
|
||||
// Caclulate and display performance statistics every 60 seconds.
|
||||
const PERIOD: u32 = 60 * 60;
|
||||
let tick_mod = tick_no % PERIOD;
|
||||
if tick_mod % PERIOD == 0 {
|
||||
|
||||
61
src/map.rs
61
src/map.rs
@@ -1,13 +1,26 @@
|
||||
use crate::constants::MapTile;
|
||||
//! This module defines the game map and provides functions for interacting with it.
|
||||
use crate::constants::{MapTile, BOARD_OFFSET, CELL_SIZE};
|
||||
use crate::constants::{BOARD_HEIGHT, BOARD_WIDTH};
|
||||
|
||||
/// The game map.
|
||||
///
|
||||
/// The map is represented as a 2D array of `MapTile`s. It also stores a copy of
|
||||
/// the original map, which can be used to reset the map to its initial state.
|
||||
pub struct Map {
|
||||
inner: [[MapTile; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize],
|
||||
/// The current state of the map.
|
||||
current: [[MapTile; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize],
|
||||
/// The default state of the map.
|
||||
default: [[MapTile; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize],
|
||||
}
|
||||
|
||||
impl Map {
|
||||
/// Creates a new `Map` instance from a raw board layout.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `raw_board` - A 2D array of characters representing the board layout.
|
||||
pub fn new(raw_board: [&str; BOARD_HEIGHT as usize]) -> Map {
|
||||
let mut inner = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize];
|
||||
let mut map = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize];
|
||||
|
||||
for y in 0..BOARD_HEIGHT as usize {
|
||||
let line = raw_board[y];
|
||||
@@ -35,13 +48,31 @@ impl Map {
|
||||
_ => panic!("Unknown character in board: {}", character),
|
||||
};
|
||||
|
||||
inner[x as usize][y as usize] = tile;
|
||||
map[x as usize][y as usize] = tile;
|
||||
}
|
||||
}
|
||||
|
||||
Map { inner: inner }
|
||||
Map {
|
||||
current: map,
|
||||
default: map.clone(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Resets the map to its original state.
|
||||
pub fn reset(&mut self) {
|
||||
// Restore the map to its original state
|
||||
for x in 0..BOARD_WIDTH as usize {
|
||||
for y in 0..BOARD_HEIGHT as usize {
|
||||
self.current[x][y] = self.default[x][y];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the tile at the given cell coordinates.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `cell` - The cell coordinates, in grid coordinates.
|
||||
pub fn get_tile(&self, cell: (i32, i32)) -> Option<MapTile> {
|
||||
let x = cell.0 as usize;
|
||||
let y = cell.1 as usize;
|
||||
@@ -50,9 +81,15 @@ impl Map {
|
||||
return None;
|
||||
}
|
||||
|
||||
Some(self.inner[x][y])
|
||||
Some(self.current[x][y])
|
||||
}
|
||||
|
||||
/// Sets the tile at the given cell coordinates.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `cell` - The cell coordinates, in grid coordinates.
|
||||
/// * `tile` - The tile to set.
|
||||
pub fn set_tile(&mut self, cell: (i32, i32), tile: MapTile) -> bool {
|
||||
let x = cell.0 as usize;
|
||||
let y = cell.1 as usize;
|
||||
@@ -61,11 +98,19 @@ impl Map {
|
||||
return false;
|
||||
}
|
||||
|
||||
self.inner[x][y] = tile;
|
||||
self.current[x][y] = tile;
|
||||
true
|
||||
}
|
||||
|
||||
/// Converts cell coordinates to pixel coordinates.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `cell` - The cell coordinates, in grid coordinates.
|
||||
pub fn cell_to_pixel(cell: (u32, u32)) -> (i32, i32) {
|
||||
((cell.0 as i32) * 24, ((cell.1 + 3) as i32) * 24)
|
||||
(
|
||||
(cell.0 * CELL_SIZE) as i32,
|
||||
((cell.1 + BOARD_OFFSET.1) * CELL_SIZE) as i32,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
//! This module provides a tick modulator, which can be used to slow down
|
||||
//! operations by a percentage.
|
||||
/// 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
|
||||
@@ -12,17 +14,25 @@
|
||||
///
|
||||
/// For example, if we want to slow down the speed by 10%, we would need to skip every 10th tick.
|
||||
pub trait TickModulator {
|
||||
/// Creates a new tick modulator.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `percent` - The percentage to slow down by, from 0.0 to 1.0.
|
||||
fn new(percent: f32) -> Self;
|
||||
/// Returns whether or not the operation should be performed on this tick.
|
||||
fn next(&mut self) -> bool;
|
||||
}
|
||||
|
||||
/// A simple tick modulator that skips every Nth tick.
|
||||
pub struct SimpleTickModulator {
|
||||
tick_count: u32,
|
||||
ticks_left: u32,
|
||||
}
|
||||
|
||||
// TODO: Add tests
|
||||
// TODO: Look into average precision, binary code modulation strategy
|
||||
// TODO: Add tests for the tick modulator to ensure that it is working correctly.
|
||||
// TODO: Look into average precision and binary code modulation strategies to see
|
||||
// if they would be a better fit for this use case.
|
||||
impl TickModulator for SimpleTickModulator {
|
||||
fn new(percent: f32) -> Self {
|
||||
let ticks_required: u32 = (1f32 / (1f32 - percent)).round() as u32;
|
||||
@@ -34,15 +44,12 @@ impl TickModulator for SimpleTickModulator {
|
||||
}
|
||||
|
||||
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 {
|
||||
true
|
||||
return false;
|
||||
}
|
||||
|
||||
self.ticks_left -= 1;
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
144
src/pacman.rs
144
src/pacman.rs
@@ -1,3 +1,4 @@
|
||||
//! This module defines the Pac-Man entity, including its behavior and rendering.
|
||||
use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
|
||||
@@ -17,11 +18,18 @@ use crate::{
|
||||
modulation::{SimpleTickModulator, TickModulator},
|
||||
};
|
||||
|
||||
/// The Pac-Man entity.
|
||||
pub struct Pacman<'a> {
|
||||
// Absolute position on the board (precise)
|
||||
pub position: (i32, i32),
|
||||
/// The absolute position of Pac-Man on the board, in pixels.
|
||||
pub pixel_position: (i32, i32),
|
||||
/// The position of Pac-Man on the board, in grid coordinates.
|
||||
/// This is only updated at the moment Pac-Man is aligned with the grid.
|
||||
pub cell_position: (u32, u32),
|
||||
/// The current direction of Pac-Man.
|
||||
pub direction: Direction,
|
||||
/// The next direction of Pac-Man, which will be applied when Pac-Man is next aligned with the grid.
|
||||
pub next_direction: Option<Direction>,
|
||||
/// Whether Pac-Man is currently stopped.
|
||||
pub stopped: bool,
|
||||
map: Rc<RefCell<Map>>,
|
||||
speed: u32,
|
||||
@@ -30,13 +38,21 @@ pub struct Pacman<'a> {
|
||||
}
|
||||
|
||||
impl Pacman<'_> {
|
||||
/// Creates a new `Pacman` instance.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `starting_position` - The starting position of Pac-Man, in grid coordinates.
|
||||
/// * `atlas` - The texture atlas containing the Pac-Man sprites.
|
||||
/// * `map` - A reference to the game map.
|
||||
pub fn new<'a>(
|
||||
starting_position: (u32, u32),
|
||||
atlas: Texture<'a>,
|
||||
map: Rc<RefCell<Map>>,
|
||||
) -> Pacman<'a> {
|
||||
Pacman {
|
||||
position: Map::cell_to_pixel(starting_position),
|
||||
pixel_position: Map::cell_to_pixel(starting_position),
|
||||
cell_position: starting_position,
|
||||
direction: Direction::Right,
|
||||
next_direction: None,
|
||||
speed: 3,
|
||||
@@ -47,43 +63,85 @@ impl Pacman<'_> {
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders Pac-Man to the canvas.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `canvas` - The SDL canvas to render to.
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
// When stopped, render the last frame of the animation
|
||||
if self.stopped {
|
||||
self.sprite
|
||||
.render_until(canvas, self.position, self.direction, 2);
|
||||
.render_until(canvas, self.pixel_position, self.direction, 2);
|
||||
} else {
|
||||
self.sprite.render(canvas, self.position, self.direction);
|
||||
self.sprite
|
||||
.render(canvas, self.pixel_position, self.direction);
|
||||
}
|
||||
}
|
||||
|
||||
/// Calculates the next cell in the given direction.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `direction` - The direction to check. If `None`, the current direction is used.
|
||||
pub fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
|
||||
let (x, y) = direction.unwrap_or(self.direction).offset();
|
||||
let cell = self.cell_position();
|
||||
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;
|
||||
/// Handles a requested direction change.
|
||||
///
|
||||
/// The direction change is only applied if the next tile in the requested
|
||||
/// direction is not a wall.
|
||||
fn handle_direction_change(&mut self) -> bool {
|
||||
match self.next_direction {
|
||||
// If there is no next direction, do nothing.
|
||||
None => return false,
|
||||
// If the next direction is the same as the current direction, do nothing.
|
||||
Some(next_direction) => {
|
||||
if next_direction == self.direction {
|
||||
self.next_direction = None;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get the next cell in the proposed direction.
|
||||
let proposed_next_cell = self.next_cell(self.next_direction);
|
||||
let proposed_next_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.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;
|
||||
|
||||
// If the next tile is a wall, do nothing.
|
||||
if proposed_next_tile == MapTile::Wall {
|
||||
return false;
|
||||
}
|
||||
|
||||
// If the next tile is not a wall, change direction.
|
||||
event!(
|
||||
tracing::Level::DEBUG,
|
||||
"Direction change: {:?} -> {:?} at position ({}, {}) internal ({}, {})",
|
||||
self.direction,
|
||||
self.next_direction.unwrap(),
|
||||
self.pixel_position.0,
|
||||
self.pixel_position.1,
|
||||
self.internal_position().0,
|
||||
self.internal_position().1
|
||||
);
|
||||
self.direction = self.next_direction.unwrap();
|
||||
self.next_direction = None;
|
||||
|
||||
true
|
||||
}
|
||||
|
||||
/// Returns the internal position of Pac-Man, rounded down to the nearest
|
||||
/// even number.
|
||||
///
|
||||
/// This is used to ensure that Pac-Man is aligned with the grid before
|
||||
/// changing direction.
|
||||
fn internal_position_even(&self) -> (u32, u32) {
|
||||
let (x, y) = self.internal_position();
|
||||
((x / 2u32) * 2u32, (y / 2u32) * 2u32)
|
||||
@@ -98,15 +156,11 @@ impl Entity for Pacman<'_> {
|
||||
}
|
||||
|
||||
fn position(&self) -> (i32, i32) {
|
||||
self.position
|
||||
self.pixel_position
|
||||
}
|
||||
|
||||
fn cell_position(&self) -> (u32, u32) {
|
||||
let (x, y) = self.position;
|
||||
(
|
||||
(x as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(y as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
)
|
||||
self.cell_position
|
||||
}
|
||||
|
||||
fn internal_position(&self) -> (u32, u32) {
|
||||
@@ -115,13 +169,35 @@ impl Entity for Pacman<'_> {
|
||||
}
|
||||
|
||||
fn tick(&mut self) {
|
||||
// Pac-Man can only change direction when he is perfectly aligned with the grid.
|
||||
let can_change = self.internal_position_even() == (0, 0);
|
||||
|
||||
if can_change {
|
||||
self.handle_requested_direction();
|
||||
if let Some(next_direction) = self.next_direction {
|
||||
if next_direction == self.direction.opposite() {
|
||||
let next_tile_position = self.next_cell(Some(next_direction));
|
||||
let next_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile(next_tile_position)
|
||||
.unwrap_or(MapTile::Empty);
|
||||
|
||||
let next = self.next_cell(None);
|
||||
let next_tile = self.map.borrow().get_tile(next).unwrap_or(MapTile::Empty);
|
||||
if next_tile != MapTile::Wall {
|
||||
self.direction = next_direction;
|
||||
self.next_direction = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if can_change {
|
||||
self.handle_direction_change();
|
||||
|
||||
// Check if the next tile in the current direction is a wall.
|
||||
let next_tile_position = self.next_cell(None);
|
||||
let next_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile(next_tile_position)
|
||||
.unwrap_or(MapTile::Empty);
|
||||
|
||||
if !self.stopped && next_tile == MapTile::Wall {
|
||||
event!(tracing::Level::DEBUG, "Wall collision. Stopping.");
|
||||
@@ -136,18 +212,26 @@ impl Entity for Pacman<'_> {
|
||||
let speed = self.speed as i32;
|
||||
match self.direction {
|
||||
Direction::Right => {
|
||||
self.position.0 += speed;
|
||||
self.pixel_position.0 += speed;
|
||||
}
|
||||
Direction::Left => {
|
||||
self.position.0 -= speed;
|
||||
self.pixel_position.0 -= speed;
|
||||
}
|
||||
Direction::Up => {
|
||||
self.position.1 -= speed;
|
||||
self.pixel_position.1 -= speed;
|
||||
}
|
||||
Direction::Down => {
|
||||
self.position.1 += speed;
|
||||
self.pixel_position.1 += speed;
|
||||
}
|
||||
}
|
||||
|
||||
// Update the cell position if Pac-Man is aligned with the grid.
|
||||
if self.internal_position_even() == (0, 0) {
|
||||
self.cell_position = (
|
||||
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user