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32 changed files with 1866 additions and 304 deletions

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@@ -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
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@@ -1,4 +1,7 @@
/target
/dist
.idea
*.dll
*.dll
rust-sdl2-emscripten/
assets/build.css
emsdk/

371
Cargo.lock generated
View File

@@ -1,22 +1,34 @@
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name = "zerocopy-derive"
version = "0.8.26"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9ecf5b4cc5364572d7f4c329661bcc82724222973f2cab6f050a4e5c22f75181"
dependencies = [
"proc-macro2",
"quote",
"syn",
]

View File

@@ -6,13 +6,26 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[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 = "0.1.40", features = ["max_level_debug", "release_max_level_debug"]}
tracing-error = "0.2.0"
tracing-subscriber = {version = "0.3.17", features = ["env-filter"]}
lazy_static = "1.5.0"
sdl2 = { version = "0.38.0", features = ["image", "ttf"] }
spin_sleep = "1.3.2"
rand = "0.9.2"
pathfinding = "4.14"
[dependencies.sdl2]
[target.'cfg(target_os = "windows")'.dependencies.winapi]
version = "0.3"
features = ["consoleapi", "fileapi", "handleapi", "processenv", "winbase", "wincon", "winnt", "winuser", "windef", "minwindef"]
[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 +36,8 @@ 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"

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@@ -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"
>&larr; &uarr; &rarr; &darr; 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 + &uarr;&darr; 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
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@@ -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;
}

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@@ -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
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@@ -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);
});

View File

@@ -1,3 +1,4 @@
//! This module provides a simple animation system for textures.
use sdl2::{
rect::Rect,
render::{Canvas, Texture},
@@ -6,15 +7,22 @@ use sdl2::{
use crate::direction::Direction;
/// An animated texture, which is a texture that is rendered as a series of
/// frames.
///
/// This struct manages the state of an animated texture, including the current
/// frame and the number of frames in the animation.
pub struct AnimatedTexture<'a> {
// Parameters
raw_texture: Texture<'a>,
ticker: u32,
reversed: bool,
offset: (i32, i32),
ticks_per_frame: u32,
frame_count: u32,
frame_width: u32,
frame_height: u32,
width: u32,
height: u32,
// State
ticker: u32,
reversed: bool,
}
impl<'a> AnimatedTexture<'a> {
@@ -22,8 +30,8 @@ impl<'a> AnimatedTexture<'a> {
texture: Texture<'a>,
ticks_per_frame: u32,
frame_count: u32,
frame_width: u32,
frame_height: u32,
width: u32,
height: u32,
offset: Option<(i32, i32)>,
) -> Self {
AnimatedTexture {
@@ -32,18 +40,26 @@ impl<'a> AnimatedTexture<'a> {
reversed: false,
ticks_per_frame,
frame_count,
frame_width,
frame_height,
width,
height,
offset: offset.unwrap_or((0, 0)),
}
}
// Get 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.
///
/// This method updates the internal ticker that tracks the current frame
/// of the animation. The animation automatically reverses direction when
/// it reaches the end, creating a ping-pong effect.
///
/// When `reversed` is `false`, the ticker increments until it reaches
/// the total number of ticks for all frames, then reverses direction.
/// When `reversed` is `true`, the ticker decrements until it reaches 0,
/// then reverses direction again.
pub fn tick(&mut self) {
if self.reversed {
self.ticker -= 1;
@@ -60,18 +76,31 @@ impl<'a> AnimatedTexture<'a> {
}
}
// Calculate the frame rect (portion of the texture to render) for the given frame.
fn get_frame_rect(&self, frame: u32) -> Rect {
/// Gets the source rectangle for a specific frame of the animated texture.
///
/// This method calculates the position and dimensions of a frame within the
/// texture atlas. Frames are arranged horizontally in a single row, so the
/// rectangle's x-coordinate is calculated by multiplying the frame index
/// by the frame width.
///
/// # Arguments
///
/// * `frame` - The frame index to get the rectangle for (0-based)
///
/// # Returns
///
/// A `Rect` representing the source rectangle for the specified frame
fn get_frame_rect(&self, frame: u32) -> Option<Rect> {
if frame >= self.frame_count {
panic!("Frame {} is out of bounds for this texture", frame);
return None;
}
Rect::new(
frame as i32 * self.frame_width as i32,
Some(Rect::new(
frame as i32 * self.width as i32,
0,
self.frame_width,
self.frame_height,
)
self.width,
self.height,
))
}
pub fn render(
@@ -84,24 +113,22 @@ impl<'a> AnimatedTexture<'a> {
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.
/// Renders a specific frame of the animated texture to the canvas.
///
/// This method renders a static frame without advancing the animation ticker.
/// It's useful for displaying a specific frame, such as when an entity is stopped
/// or when you want to manually control which frame is displayed.
///
/// # Arguments
///
/// * `canvas` - The SDL canvas to render to
/// * `position` - The pixel position where the texture should be rendered
/// * `direction` - The direction to rotate the texture based on entity facing
/// * `frame` - Optional specific frame to render. If `None`, uses the current frame
///
/// # Panics
///
/// Panics if the specified frame is out of bounds for this texture.
pub fn render_static(
&mut self,
canvas: &mut Canvas<Window>,
@@ -109,19 +136,20 @@ impl<'a> AnimatedTexture<'a> {
direction: Direction,
frame: Option<u32>,
) {
let frame_rect = self.get_frame_rect(frame.unwrap_or(self.current_frame()));
let position_rect = Rect::new(
let texture_source_frame_rect =
self.get_frame_rect(frame.unwrap_or_else(|| self.current_frame()));
let canvas_destination_rect = Rect::new(
position.0 + self.offset.0,
position.1 + self.offset.1,
self.frame_width,
self.frame_height,
self.width,
self.height,
);
canvas
.copy_ex(
&self.raw_texture,
Some(frame_rect),
Some(position_rect),
texture_source_frame_rect,
Some(canvas_destination_rect),
direction.angle(),
None,
false,
@@ -129,4 +157,9 @@ impl<'a> AnimatedTexture<'a> {
)
.expect("Could not render texture on canvas");
}
/// Sets the color modulation for the texture.
pub fn set_color_modulation(&mut self, r: u8, g: u8, b: u8) {
self.raw_texture.set_color_mod(r, g, b);
}
}

82
src/audio.rs Normal file
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@@ -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();
}
}

View File

View File

@@ -1,21 +1,42 @@
//! 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);
#[derive(Debug, Copy, Clone, PartialEq)]
/// An enum representing the different types of tiles on the map.
#[derive(Debug, Clone, Copy, 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),
/// A tunnel tile.
Tunnel,
}
/// The raw layout of the game board, as a 2D array of characters.
pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
"############################",
"#............##............#",
@@ -31,7 +52,7 @@ pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
" #.## 1 ##.# ",
" #.## ###==### ##.# ",
"######.## # # ##.######",
" . #2 3 4 # . ",
"T . #2 3 4 # . T",
"######.## # # ##.######",
" #.## ######## ##.# ",
" #.## ##.# ",

View File

@@ -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,
}
}

View File

@@ -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);
}

View File

@@ -1,77 +1,162 @@
//! This module contains the main game logic and state.
use std::cell::RefCell;
use std::rc::Rc;
use rand::seq::IteratorRandom;
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::ghosts::Blinky;
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");
// Add ghost texture data
static GHOST_BODY_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/ghost_body.png");
static GHOST_EYES_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/ghost_eyes.png");
/// 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.
#[derive(PartialEq, Eq, Clone, Copy)]
pub enum DebugMode {
None,
Grid,
Pathfinding,
}
pub struct Game<'a> {
canvas: &'a mut Canvas<Window>,
map_texture: Texture<'a>,
pellet_texture: Texture<'a>,
power_pellet_texture: Texture<'a>,
font: Font<'a, 'static>,
pacman: Pacman<'a>,
pacman: Rc<RefCell<Pacman<'a>>>,
map: Rc<std::cell::RefCell<Map>>,
debug: bool,
debug_mode: DebugMode,
score: u32,
audio: Audio,
// Add ghost
blinky: Blinky<'a>,
}
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");
let pacman = Pacman::new((1, 1), pacman_atlas, Rc::clone(&map));
.load_texture_bytes(PACMAN_TEXTURE_DATA)
.expect("Could not load pacman texture from embedded data");
let pacman = Rc::new(std::cell::RefCell::new(Pacman::new(
(1, 1),
pacman_atlas,
Rc::clone(&map),
)));
// Load ghost textures
let ghost_body = texture_creator
.load_texture_bytes(GHOST_BODY_TEXTURE_DATA)
.expect("Could not load ghost body texture from embedded data");
let ghost_eyes = texture_creator
.load_texture_bytes(GHOST_EYES_TEXTURE_DATA)
.expect("Could not load ghost eyes texture from embedded data");
// Create Blinky
let blinky = Blinky::new(
(13, 11), // Starting position just above ghost house
ghost_body,
ghost_eyes,
Rc::clone(&map),
Rc::clone(&pacman),
);
// 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"),
pacman,
debug_mode: DebugMode::None,
map,
map_texture,
pellet_texture,
power_pellet_texture,
font,
score: 0,
audio,
blinky,
}
}
/// 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);
self.pacman.next_direction = direction;
self.pacman.borrow_mut().next_direction = direction;
// Toggle debug mode
if keycode == Keycode::Space {
self.debug = !self.debug;
self.debug_mode = match self.debug_mode {
DebugMode::None => DebugMode::Grid,
DebugMode::Grid => DebugMode::Pathfinding,
DebugMode::Pathfinding => DebugMode::None,
};
}
// Reset game
@@ -80,10 +165,16 @@ impl Game<'_> {
}
}
/// Adds points to the score.
///
/// # Arguments
///
/// * `points` - The number of points to add.
pub fn add_score(&mut self, points: u32) {
self.score += points;
}
/// Resets the game to its initial state.
pub fn reset(&mut self) {
// Reset the map to restore all pellets
{
@@ -94,20 +185,53 @@ impl Game<'_> {
// 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));
// Reset Pacman position
let mut pacman = self.pacman.borrow_mut();
pacman.pixel_position = Map::cell_to_pixel((1, 1));
pacman.cell_position = (1, 1);
pacman.in_tunnel = false;
pacman.direction = Direction::Right;
pacman.next_direction = None;
pacman.stopped = false;
event!(tracing::Level::INFO, "Game reset - map and score cleared");
// Reset ghost positions and mode
let mut rng = rand::rng();
let map = self.map.borrow();
let mut valid_positions = vec![];
for x in 1..(crate::constants::BOARD_WIDTH - 1) {
for y in 1..(crate::constants::BOARD_HEIGHT - 1) {
let tile_option = map.get_tile((x as i32, y as i32));
if let Some(tile) = tile_option {
match tile {
MapTile::Empty | MapTile::Pellet | MapTile::PowerPellet => {
valid_positions.push((x, y));
}
_ => {}
}
}
}
}
if let Some(&(gx, gy)) = valid_positions.iter().choose(&mut rng) {
self.blinky.pixel_position = Map::cell_to_pixel((gx, gy));
self.blinky.cell_position = (gx, gy);
self.blinky.in_tunnel = false;
self.blinky.direction = Direction::Left;
self.blinky.mode = crate::ghost::GhostMode::Chase;
}
}
/// Advances the game by one tick.
pub fn tick(&mut self) {
self.pacman.tick();
self.check_pellet_eating();
self.pacman.borrow_mut().tick();
self.blinky.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();
let cell_pos = self.pacman.borrow().cell_position();
// Check if there's a pellet at the current position
let tile = {
@@ -116,40 +240,30 @@ 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));
@@ -161,16 +275,41 @@ 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);
// Render the pacman
self.pacman.render(self.canvas);
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 Pac-Man
self.pacman.borrow_mut().render(self.canvas);
// Render ghost
self.blinky.render(self.canvas);
// Render score
self.render_score();
self.render_ui();
// Draw the debug grid
if self.debug {
if self.debug_mode == DebugMode::Grid {
for x in 0..BOARD_WIDTH {
for y in 0..BOARD_HEIGHT {
let tile = self
@@ -180,7 +319,7 @@ impl Game<'_> {
.unwrap_or(MapTile::Empty);
let mut color = None;
if (x, y) == self.pacman.cell_position() {
if (x, y) == self.pacman.borrow().cell_position() {
self.draw_cell((x, y), Color::CYAN);
} else {
color = match tile {
@@ -189,6 +328,7 @@ impl Game<'_> {
MapTile::Pellet => Some(Color::RED),
MapTile::PowerPellet => Some(Color::MAGENTA),
MapTile::StartingPosition(_) => Some(Color::GREEN),
MapTile::Tunnel => Some(Color::CYAN),
};
}
@@ -199,14 +339,33 @@ impl Game<'_> {
}
// Draw the next cell
let next_cell = self.pacman.next_cell(None);
let next_cell = self.pacman.borrow().next_cell(None);
self.draw_cell((next_cell.0 as u32, next_cell.1 as u32), Color::YELLOW);
}
// Pathfinding debug mode
if self.debug_mode == DebugMode::Pathfinding {
// Show the current path for Blinky
if let Some((path, _)) = self.blinky.get_path_to_target({
let (tx, ty) = self.blinky.get_target_tile();
(tx as u32, ty as u32)
}) {
for &(x, y) in &path {
self.draw_cell((x, y), Color::YELLOW);
}
}
}
// Present the canvas
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);
@@ -221,37 +380,8 @@ 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);
@@ -261,6 +391,7 @@ 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),
@@ -273,6 +404,7 @@ 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
@@ -284,11 +416,9 @@ 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))

402
src/ghost.rs Normal file
View File

@@ -0,0 +1,402 @@
use pathfinding::prelude::dijkstra;
use sdl2::{
pixels::Color,
render::{Canvas, Texture},
video::Window,
};
use std::cell::RefCell;
use std::rc::Rc;
use rand::Rng;
use crate::{
animation::AnimatedTexture,
constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
direction::Direction,
entity::Entity,
map::Map,
modulation::{SimpleTickModulator, TickModulator},
pacman::Pacman,
};
/// The different modes a ghost can be in
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum GhostMode {
/// Chase mode - ghost actively pursues Pac-Man using its unique strategy
Chase,
/// Scatter mode - ghost heads to its home corner
Scatter,
/// Frightened mode - ghost moves randomly and can be eaten
Frightened,
/// Eyes mode - ghost returns to the ghost house after being eaten
Eyes,
/// House mode - ghost is in the ghost house, waiting to exit
House,
}
/// The different ghost personalities
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum GhostType {
Blinky, // Red - Shadow
Pinky, // Pink - Speedy
Inky, // Cyan - Bashful
Clyde, // Orange - Pokey
}
impl GhostType {
/// Returns the color of the ghost.
pub fn color(&self) -> Color {
match self {
GhostType::Blinky => Color::RGB(255, 0, 0),
GhostType::Pinky => Color::RGB(255, 184, 255),
GhostType::Inky => Color::RGB(0, 255, 255),
GhostType::Clyde => Color::RGB(255, 184, 82),
}
}
}
/// Base ghost struct that contains common functionality
pub struct Ghost<'a> {
/// The absolute position of the ghost on the board, in pixels
pub pixel_position: (i32, i32),
/// The position of the ghost on the board, in grid coordinates
pub cell_position: (u32, u32),
/// The current direction of the ghost
pub direction: Direction,
/// The current mode of the ghost
pub mode: GhostMode,
/// The type/personality of this ghost
pub ghost_type: GhostType,
/// Reference to the game map
pub map: Rc<RefCell<Map>>,
/// Reference to Pac-Man for targeting
pub pacman: Rc<RefCell<Pacman<'a>>>,
/// Movement speed
speed: u32,
/// Movement modulator
modulation: SimpleTickModulator,
/// Ghost body sprite
body_sprite: AnimatedTexture<'a>,
/// Ghost eyes sprite
eyes_sprite: AnimatedTexture<'a>,
/// Whether the ghost is currently in a tunnel
pub in_tunnel: bool,
}
impl Ghost<'_> {
/// Creates a new ghost instance
pub fn new<'a>(
ghost_type: GhostType,
starting_position: (u32, u32),
body_texture: Texture<'a>,
eyes_texture: Texture<'a>,
map: Rc<RefCell<Map>>,
pacman: Rc<RefCell<Pacman<'a>>>,
) -> Ghost<'a> {
let color = ghost_type.color();
let mut body_sprite = AnimatedTexture::new(body_texture, 8, 2, 32, 32, Some((-4, -4)));
body_sprite.set_color_modulation(color.r, color.g, color.b);
Ghost {
pixel_position: Map::cell_to_pixel(starting_position),
cell_position: starting_position,
direction: Direction::Left,
mode: GhostMode::Chase,
ghost_type,
map,
pacman,
speed: 3,
modulation: SimpleTickModulator::new(1.0),
body_sprite,
eyes_sprite: AnimatedTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))),
in_tunnel: false,
}
}
/// Renders the ghost to the canvas
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
// Render body
if self.mode != GhostMode::Eyes {
let color = if self.mode == GhostMode::Frightened {
Color::RGB(0, 0, 255)
} else {
self.ghost_type.color()
};
self.body_sprite
.set_color_modulation(color.r, color.g, color.b);
self.body_sprite
.render(canvas, self.pixel_position, Direction::Right);
}
// Always render eyes on top
let eye_frame = if self.mode == GhostMode::Frightened {
4 // Frightened frame
} else {
match self.direction {
Direction::Right => 0,
Direction::Up => 1,
Direction::Left => 2,
Direction::Down => 3,
}
};
self.eyes_sprite.render_static(
canvas,
self.pixel_position,
Direction::Right,
Some(eye_frame),
);
}
/// Calculates the path to the target tile using the A* algorithm.
pub fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
let start = self.cell_position;
let map = self.map.borrow();
dijkstra(
&start,
|&p| {
let mut successors = vec![];
let tile = map.get_tile((p.0 as i32, p.1 as i32));
// Tunnel wrap: if currently in a tunnel, add the opposite exit as a neighbor
if let Some(MapTile::Tunnel) = tile {
if p.0 == 0 {
successors.push(((BOARD_WIDTH - 2, p.1), 1));
} else if p.0 == BOARD_WIDTH - 1 {
successors.push(((1, p.1), 1));
}
}
for dir in &[
Direction::Up,
Direction::Down,
Direction::Left,
Direction::Right,
] {
let (dx, dy) = dir.offset();
let next_p = (p.0 as i32 + dx, p.1 as i32 + dy);
if let Some(tile) = map.get_tile(next_p) {
if tile == MapTile::Wall {
continue;
}
successors.push(((next_p.0 as u32, next_p.1 as u32), 1));
}
}
successors
},
|&p| p == target,
)
}
/// Gets the target tile for this ghost based on its current mode
pub fn get_target_tile(&self) -> (i32, i32) {
match self.mode {
GhostMode::Scatter => self.get_scatter_target(),
GhostMode::Chase => self.get_chase_target(),
GhostMode::Frightened => self.get_random_target(),
GhostMode::Eyes => self.get_house_target(),
GhostMode::House => self.get_house_exit_target(),
}
}
/// Gets this ghost's home corner target for scatter mode
fn get_scatter_target(&self) -> (i32, i32) {
match self.ghost_type {
GhostType::Blinky => (25, 0), // Top right
GhostType::Pinky => (2, 0), // Top left
GhostType::Inky => (27, 35), // Bottom right
GhostType::Clyde => (0, 35), // Bottom left
}
}
/// Gets a random adjacent tile for frightened mode
fn get_random_target(&self) -> (i32, i32) {
let mut rng = rand::thread_rng();
let (x, y) = self.cell_position;
let mut possible_moves = Vec::new();
// Check all four directions
for dir in &[
Direction::Up,
Direction::Down,
Direction::Left,
Direction::Right,
] {
// Don't allow reversing direction
if *dir == self.direction.opposite() {
continue;
}
let (dx, dy) = dir.offset();
let next_cell = (x as i32 + dx, y as i32 + dy);
let tile = self.map.borrow().get_tile(next_cell);
if let Some(MapTile::Wall) = tile {
// It's a wall, not a valid move
} else {
possible_moves.push(next_cell);
}
}
if possible_moves.is_empty() {
// No valid moves, must reverse
let (dx, dy) = self.direction.opposite().offset();
return (x as i32 + dx, y as i32 + dy);
}
// Choose a random valid move
possible_moves[rng.gen_range(0..possible_moves.len())]
}
/// Gets the ghost house target for returning eyes
fn get_house_target(&self) -> (i32, i32) {
(13, 14) // Center of ghost house
}
/// Gets the exit point target when leaving house
fn get_house_exit_target(&self) -> (i32, i32) {
(13, 11) // Just above ghost house
}
/// Gets this ghost's chase mode target (to be implemented by each ghost type)
fn get_chase_target(&self) -> (i32, i32) {
// Default implementation just targets Pac-Man directly
let pacman = self.pacman.borrow();
(pacman.cell_position.0 as i32, pacman.cell_position.1 as i32)
}
/// Changes the ghost's mode and handles direction reversal
pub fn set_mode(&mut self, new_mode: GhostMode) {
// Don't reverse if going to/from frightened or if in house
let should_reverse = self.mode != GhostMode::House
&& new_mode != GhostMode::Frightened
&& self.mode != GhostMode::Frightened;
self.mode = new_mode;
if should_reverse {
self.direction = self.direction.opposite();
}
}
}
impl Entity for Ghost<'_> {
fn position(&self) -> (i32, i32) {
self.pixel_position
}
fn cell_position(&self) -> (u32, u32) {
self.cell_position
}
fn internal_position(&self) -> (u32, u32) {
let (x, y) = self.position();
(x as u32 % CELL_SIZE, y as u32 % CELL_SIZE)
}
fn is_colliding(&self, other: &dyn Entity) -> bool {
let (x, y) = self.position();
let (other_x, other_y) = other.position();
x == other_x && y == other_y
}
fn tick(&mut self) {
if self.mode == GhostMode::House {
// For now, do nothing in the house
return;
}
if self.internal_position() == (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,
);
let current_tile = self
.map
.borrow()
.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32))
.unwrap_or(MapTile::Empty);
if current_tile == MapTile::Tunnel {
self.in_tunnel = true;
}
// Tunnel logic: if in tunnel, force movement and prevent direction change
if self.in_tunnel {
// If out of bounds, teleport to the opposite side and exit tunnel
if self.cell_position.0 == 0 {
self.cell_position.0 = BOARD_WIDTH - 2;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
self.in_tunnel = false;
} else if self.cell_position.0 == BOARD_WIDTH - 1 {
self.cell_position.0 = 1;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
self.in_tunnel = false;
} else {
// While in tunnel, do not allow direction change
// and always move in the current direction
}
} else {
// Pathfinding logic (only if not in tunnel)
let target_tile = self.get_target_tile();
if let Some((path, _)) =
self.get_path_to_target((target_tile.0 as u32, target_tile.1 as u32))
{
if path.len() > 1 {
let next_move = path[1];
let (x, y) = self.cell_position;
let dx = next_move.0 as i32 - x as i32;
let dy = next_move.1 as i32 - y as i32;
self.direction = if dx > 0 {
Direction::Right
} else if dx < 0 {
Direction::Left
} else if dy > 0 {
Direction::Down
} else {
Direction::Up
};
}
}
}
// Check if the next tile in the current direction is a wall
let (dx, dy) = self.direction.offset();
let next_cell = (
self.cell_position.0 as i32 + dx,
self.cell_position.1 as i32 + dy,
);
let next_tile = self
.map
.borrow()
.get_tile(next_cell)
.unwrap_or(MapTile::Empty);
if next_tile == MapTile::Wall {
// Don't move if the next tile is a wall
return;
}
}
if !self.modulation.next() {
return;
}
// Update position based on current direction and speed
let speed = self.speed as i32;
match self.direction {
Direction::Right => self.pixel_position.0 += speed,
Direction::Left => self.pixel_position.0 -= speed,
Direction::Up => self.pixel_position.1 -= speed,
Direction::Down => self.pixel_position.1 += speed,
}
// Update cell position when aligned with grid
if self.internal_position() == (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,
);
}
}
}

88
src/ghosts/blinky.rs Normal file
View File

@@ -0,0 +1,88 @@
use std::cell::RefCell;
use std::rc::Rc;
use sdl2::render::{Canvas, Texture};
use sdl2::video::Window;
use crate::{
entity::Entity,
ghost::{Ghost, GhostMode, GhostType},
map::Map,
pacman::Pacman,
};
pub struct Blinky<'a> {
ghost: Ghost<'a>,
}
impl<'a> Blinky<'a> {
pub fn new(
starting_position: (u32, u32),
body_texture: Texture<'a>,
eyes_texture: Texture<'a>,
map: Rc<RefCell<Map>>,
pacman: Rc<RefCell<Pacman<'a>>>,
) -> Blinky<'a> {
Blinky {
ghost: Ghost::new(
GhostType::Blinky,
starting_position,
body_texture,
eyes_texture,
map,
pacman,
),
}
}
/// Gets Blinky's chase target - directly targets Pac-Man's current position
fn get_chase_target(&self) -> (i32, i32) {
let pacman = self.ghost.pacman.borrow();
(pacman.cell_position.0 as i32, pacman.cell_position.1 as i32)
}
pub fn set_mode(&mut self, mode: GhostMode) {
self.ghost.set_mode(mode);
}
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
self.ghost.render(canvas);
}
}
impl<'a> Entity for Blinky<'a> {
fn position(&self) -> (i32, i32) {
self.ghost.position()
}
fn cell_position(&self) -> (u32, u32) {
self.ghost.cell_position()
}
fn internal_position(&self) -> (u32, u32) {
self.ghost.internal_position()
}
fn is_colliding(&self, other: &dyn Entity) -> bool {
self.ghost.is_colliding(other)
}
fn tick(&mut self) {
self.ghost.tick()
}
}
// Allow direct access to ghost fields
impl<'a> std::ops::Deref for Blinky<'a> {
type Target = Ghost<'a>;
fn deref(&self) -> &Self::Target {
&self.ghost
}
}
impl<'a> std::ops::DerefMut for Blinky<'a> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.ghost
}
}

3
src/ghosts/mod.rs Normal file
View File

@@ -0,0 +1,3 @@
mod blinky;
pub use blinky::Blinky;

View File

@@ -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

View File

@@ -1,3 +1,5 @@
#![windows_subsystem = "windows"]
use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
use crate::game::Game;
use sdl2::event::{Event, WindowEvent};
@@ -7,19 +9,76 @@ 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;
mod game;
mod ghost;
mod ghosts;
mod helper;
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 +106,12 @@ 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 +121,16 @@ 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 +141,9 @@ 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 +184,8 @@ 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 +214,7 @@ 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 {

View File

@@ -1,12 +1,36 @@
use crate::constants::MapTile;
use crate::constants::{BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD};
//! 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};
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub struct Position(pub u32, pub u32);
impl Position {
pub fn as_i32(&self) -> (i32, i32) {
(self.0 as i32, self.1 as i32)
}
pub fn wrapping_add(&self, dx: i32, dy: i32) -> Position {
Position((self.0 as i32 + dx) as u32, (self.1 as i32 + dy) as u32)
}
}
/// 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 {
/// 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 map = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_WIDTH as usize];
@@ -29,6 +53,7 @@ impl Map {
'.' => MapTile::Pellet,
'o' => MapTile::PowerPellet,
' ' => MapTile::Empty,
'T' => MapTile::Tunnel,
c @ '0' | c @ '1' | c @ '2' | c @ '3' | c @ '4' => {
MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)
}
@@ -46,6 +71,7 @@ impl Map {
}
}
/// 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 {
@@ -55,6 +81,11 @@ impl Map {
}
}
/// 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;
@@ -66,6 +97,12 @@ impl Map {
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;
@@ -78,7 +115,15 @@ impl Map {
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,
)
}
}

View File

@@ -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
}
}

View File

@@ -1,3 +1,4 @@
//! This module defines the Pac-Man entity, including its behavior and rendering.
use std::cell::RefCell;
use std::rc::Rc;
@@ -10,33 +11,49 @@ use tracing::event;
use crate::{
animation::AnimatedTexture,
constants::MapTile,
constants::{BOARD_OFFSET, CELL_SIZE},
constants::{BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
direction::Direction,
entity::Entity,
map::Map,
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,
modulation: SimpleTickModulator,
sprite: AnimatedTexture<'a>,
pub in_tunnel: bool,
}
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,
@@ -44,46 +61,88 @@ impl Pacman<'_> {
stopped: false,
modulation: SimpleTickModulator::new(1.0),
sprite: AnimatedTexture::new(atlas, 2, 3, 32, 32, Some((-4, -4))),
in_tunnel: false,
}
}
/// 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_static(canvas, self.pixel_position, self.direction, Some(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 +157,11 @@ 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) {
@@ -115,37 +170,85 @@ 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();
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,
);
let next = self.next_cell(None);
let next_tile = self.map.borrow().get_tile(next).unwrap_or(MapTile::Empty);
let current_tile = self
.map
.borrow()
.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32))
.unwrap_or(MapTile::Empty);
if current_tile == MapTile::Tunnel {
self.in_tunnel = true;
}
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;
// Tunnel logic: if in tunnel, force movement and prevent direction change
if self.in_tunnel {
// If out of bounds, teleport to the opposite side and exit tunnel
if self.cell_position.0 == 0 {
self.cell_position.0 = BOARD_WIDTH - 2;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0 + 1, self.cell_position.1));
self.in_tunnel = false;
} else if self.cell_position.0 == BOARD_WIDTH - 1 {
self.cell_position.0 = 1;
self.pixel_position =
Map::cell_to_pixel((self.cell_position.0 - 1, self.cell_position.1));
self.in_tunnel = false;
} else {
// While in tunnel, do not allow direction change
// and always move in the current direction
}
} else {
// Handle direction change as normal
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 {
self.stopped = true;
} else if self.stopped && next_tile != MapTile::Wall {
self.stopped = false;
}
}
}
if !self.stopped && self.modulation.next() {
let speed = self.speed as i32;
match self.direction {
Direction::Right => {
self.position.0 += speed;
if !self.stopped {
if self.modulation.next() {
let speed = self.speed as i32;
match self.direction {
Direction::Right => {
self.pixel_position.0 += speed;
}
Direction::Left => {
self.pixel_position.0 -= speed;
}
Direction::Up => {
self.pixel_position.1 -= speed;
}
Direction::Down => {
self.pixel_position.1 += speed;
}
}
Direction::Left => {
self.position.0 -= speed;
}
Direction::Up => {
self.position.1 -= speed;
}
Direction::Down => {
self.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,
);
}
}
}