pacmanrb 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +7 -0
- data/LICENSE.txt +21 -0
- data/README.md +46 -0
- data/app/components/board_component.rb +100 -0
- data/app/components/hud_component.rb +15 -0
- data/app/controllers/application_controller.rb +24 -0
- data/app/controllers/game_controller.rb +68 -0
- data/app/controllers/game_over_controller.rb +26 -0
- data/app/controllers/home_controller.rb +22 -0
- data/app/models/application_record.rb +7 -0
- data/app/models/high_score.rb +7 -0
- data/app/state/application_state.rb +6 -0
- data/app/state/game_over_state.rb +9 -0
- data/app/state/game_state.rb +9 -0
- data/app/state/home_state.rb +7 -0
- data/app/views/game/show_view.rb +32 -0
- data/app/views/game_over/show_view.rb +40 -0
- data/app/views/home/show_view.rb +42 -0
- data/app/views/layouts/application_layout.rb +34 -0
- data/config/database.rb +14 -0
- data/config/routes.rb +7 -0
- data/db/development.sqlite3 +0 -0
- data/db/migrate/20260719010011_create_high_scores.rb +11 -0
- data/db/schema.rb +20 -0
- data/db/seeds.rb +1 -0
- data/db/test.sqlite3 +0 -0
- data/exe/pacmanrb +7 -0
- data/lib/pacman/application.rb +13 -0
- data/lib/pacman/arcade/brains.rb +46 -0
- data/lib/pacman/arcade/direction.rb +19 -0
- data/lib/pacman/arcade/ghost.rb +72 -0
- data/lib/pacman/arcade/layouts.rb +28 -0
- data/lib/pacman/arcade/maze.rb +67 -0
- data/lib/pacman/arcade/mode_schedule.rb +52 -0
- data/lib/pacman/arcade/navigator.rb +36 -0
- data/lib/pacman/arcade/pellet_field.rb +39 -0
- data/lib/pacman/arcade/player.rb +42 -0
- data/lib/pacman/arcade/position.rb +15 -0
- data/lib/pacman/arcade/scoreboard.rb +43 -0
- data/lib/pacman/arcade/spawn.rb +8 -0
- data/lib/pacman/arcade/world.rb +169 -0
- data/lib/pacman/board_scale.rb +42 -0
- data/lib/pacman/sprites.rb +145 -0
- data/lib/pacman/version.rb +5 -0
- data/lib/pacman.rb +22 -0
- metadata +127 -0
checksums.yaml
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---
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SHA256:
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metadata.gz: 0e685b8744fb557883d2cef49049c68e4b3763a423e5cf91914291943a038d8a
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data.tar.gz: d5b6e7fe11076ea9a64c2ce67787cfdc010bf60d26cb1683e1e9ede949e37396
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SHA512:
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metadata.gz: ebb661277be30360ba2d00e4276c1296e263c4b068bbe32199b72c6ec526dd4815f44bb3d17d324eb33c95719bf4d0e0272d5cc3b0e5885de5be5d6341bb7ad3
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data.tar.gz: 777249d1f917118c266e73e1ea69b24e0fa9f092938cb469fa17c9c1c61a207dc8675352d6effcdda534aa3a7bf63ea566a66a7c6621c2511cb7568792180be5
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data/LICENSE.txt
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MIT License
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Copyright (c) 2026 Pando
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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data/README.md
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# Pacman
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A Pacman arcade clone built with the [Charming](https://github.com/pandorocks/charming)
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terminal UI framework.
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## Screenshots
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<img width="1256" height="1065" alt="image" src="https://github.com/user-attachments/assets/72cc474b-f54d-40aa-b622-6e203251e0ca" />
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Run it with:
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```sh
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bundle exec pacmanrb
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```
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## How to play
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- **Enter** on the title screen starts a game.
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- Steer with the **arrow keys** or **WASD** — turns are buffered and taken at the
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next opening, like the arcade.
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- Eat every pellet to clear the level; levels get faster. Power pellets — drawn as cherries —
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frighten the ghosts — they turn blue and dithered — so you can eat them for
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combo bonuses (200/400/800/1600); eaten ghosts race home as floating eyes.
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- The board scales to your terminal. At larger sizes the actors are drawn as
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half-block sprites: Pac-Man is a circle whose mouth points where he's headed,
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ghosts get their classic domed-and-scalloped shape.
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- You have 3 lives. Game over shows the top-5 high score table (persisted in
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SQLite via `db/development.sqlite3`).
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- **r**/**Enter** restarts from the game over screen; **q** quits anywhere;
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**ctrl+p** opens the command palette.
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The four ghosts have distinct brains: one chases you, one ambushes four tiles
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ahead, one wanders randomly, one patrols its corner. They alternate between
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scatter and chase on a timer.
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## Development
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```sh
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bundle exec rspec # full suite (game logic + controllers + views + integration)
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CHARMING_ENV=test bundle exec charming db:migrate # prepare the test database
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```
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Game rules live in plain Ruby under `lib/pacman/arcade/` (no TTY needed to test
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them); the Charming app layer (controllers/views/components) is under `app/`.
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Live game state is held in memory per run — it intentionally does not survive a
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session's JSON serialization; only high scores persist.
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# frozen_string_literal: true
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module Pacman
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# Draws the maze as a grid of blocks. Each maze cell becomes `scale` terminal
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# rows by `scale * 2` columns, so the board can grow to fill large terminals.
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class BoardComponent < Charming::Component
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WALL_STYLE = Charming::UI.style.foreground("#2121de")
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PELLET_STYLE = Charming::UI.style.foreground("#ffb8ae")
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CHERRY_STYLE = Charming::UI.style.foreground("#ff2121").bold
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STEM_STYLE = Charming::UI.style.foreground("#21c821")
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PLAYER_STYLE = Charming::UI.style.foreground("#ffff00").bold
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FRIGHTENED_STYLE = Charming::UI.style.foreground("#2121de").bold
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EATEN_STYLE = Charming::UI.style.foreground("#ffffff")
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GHOST_STYLES = [
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Charming::UI.style.foreground("#ff0000").bold,
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Charming::UI.style.foreground("#ffb8de").bold,
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Charming::UI.style.foreground("#00ffde").bold,
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Charming::UI.style.foreground("#ffb847").bold
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].freeze
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def render
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(0...maze.height).flat_map { |row| block_rows(row) }.join("\n")
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end
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private
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def maze
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world.maze
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end
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def scale
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assigns.fetch(:scale, 1)
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end
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def cell_width
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scale * 2
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end
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def block_rows(row)
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(0...scale).map do |subrow|
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(0...maze.width).map { |col| cell(Arcade::Position.new(row: row, col: col), subrow) }.join
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end
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end
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def cell(position, subrow)
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return ghost_cell(position, subrow) if ghost_at(position)
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return PLAYER_STYLE.render(player_sprite[subrow]) if world.player.position == position
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return WALL_STYLE.render("#" * cell_width) if maze.wall?(position)
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return cherry_cell(subrow) if world.pellets.power?(position)
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return pellet_cell(position, subrow) if middle?(subrow)
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blank
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end
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def player_sprite
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@player_sprite ||= Sprites.player(scale: scale, direction: world.player.direction)
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end
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def pellet_cell(position, _subrow)
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return PELLET_STYLE.render(".".center(cell_width)) if world.pellets.include?(position)
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blank
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end
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def cherry_cell(subrow)
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Sprites.cherry(scale: scale)[subrow].chars.map { |char| cherry_char(char) }.join
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end
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def cherry_char(char)
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return char if char == " "
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return STEM_STYLE.render(char) if char == "│"
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CHERRY_STYLE.render(char)
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end
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def middle?(subrow)
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subrow == (scale - 1) / 2
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end
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def blank
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" " * cell_width
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end
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def ghost_cell(position, subrow)
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ghost = ghost_at(position)
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return FRIGHTENED_STYLE.render(Sprites.frightened(scale: scale)[subrow]) if ghost.edible?
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return EATEN_STYLE.render(Sprites.eaten(scale: scale)[subrow]) if ghost.eaten?
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ghost_style(ghost).render(Sprites.ghost(scale: scale)[subrow])
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end
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def ghost_at(position)
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world.ghosts.find { |ghost| ghost.position == position }
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end
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def ghost_style(ghost)
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GHOST_STYLES.fetch(world.ghosts.index(ghost) % GHOST_STYLES.length)
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end
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end
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end
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# frozen_string_literal: true
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module Pacman
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class HudComponent < Charming::Component
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def render
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row(
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text("SCORE #{world.score}", style: theme.title),
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text("LIVES #{world.lives}", style: theme.warn),
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text("LEVEL #{world.level}", style: theme.info),
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text("PELLETS #{world.pellets.remaining}", style: theme.muted),
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gap: 4
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)
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end
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end
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end
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# frozen_string_literal: true
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module Pacman
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class ApplicationController < Charming::Controller
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layout Layouts::ApplicationLayout
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key "ctrl+p", :open_command_palette, scope: :global
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key "q", :quit, scope: :global
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command "Home" do
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navigate_to "/"
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end
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command "Theme", :open_theme_palette
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command "Close palette", :close_command_palette
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command "Quit app", :quit
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command "Game" do
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navigate_to "/game"
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end
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command "GameOver" do
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navigate_to "/game_over"
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end
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end
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end
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# frozen_string_literal: true
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module Pacman
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class GameController < ApplicationController
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timer :tick, every: 0.12, action: :advance
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key "up", :turn_up, scope: :global
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key "down", :turn_down, scope: :global
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key "left", :turn_left, scope: :global
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key "right", :turn_right, scope: :global
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key "w", :turn_up, scope: :global
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key "s", :turn_down, scope: :global
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key "a", :turn_left, scope: :global
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key "d", :turn_right, scope: :global
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def show
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render :show, world: world, palette: command_palette
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end
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def advance
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return unless movement_pulse?
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world.tick
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return finish_game if world.over?
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show
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end
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def turn_up = turn(Arcade::Direction.up)
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def turn_down = turn(Arcade::Direction.down)
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def turn_left = turn(Arcade::Direction.left)
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def turn_right = turn(Arcade::Direction.right)
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private
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# Skips timer pulses at high zoom so on-screen speed stays playable.
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def movement_pulse?
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game.pulse += 1
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pace = BoardScale.new(screen: screen, maze: world.maze).pace
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(game.pulse % pace).zero?
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end
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def finish_game
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summary = state(:game_over, GameOverState)
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summary.score = world.score
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summary.level = world.level
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HighScore.create!(name: "PLAYER", score: world.score)
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game.world = nil
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navigate_to "/game_over"
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end
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def turn(direction)
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world.queue_turn(direction)
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show
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end
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def world
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game.world ||= Arcade::World.classic
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end
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def game
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state(:game, GameState)
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end
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end
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end
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# frozen_string_literal: true
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module Pacman
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class GameOverController < ApplicationController
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key "r", :restart, scope: :global
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key "enter", :restart, scope: :global
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def show
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render :show,
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game_over: game_over,
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high_scores: HighScore.top(5).to_a,
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palette: command_palette
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end
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def restart
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state(:game, GameState).world = nil
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navigate_to "/game"
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end
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private
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def game_over
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state(:game_over, GameOverState)
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end
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end
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end
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# frozen_string_literal: true
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module Pacman
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class HomeController < ApplicationController
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key "enter", :start_game, scope: :global
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key "space", :start_game, scope: :global
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def show
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render :show, home: home, palette: command_palette
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end
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def start_game
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navigate_to "/game"
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end
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private
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def home
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state(:home, HomeState)
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end
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end
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end
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# frozen_string_literal: true
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module Pacman
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module Game
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class ShowView < Charming::View
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def render
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return cramped_notice if board_scale.cramped?
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Charming::UI.center(
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column(
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render_component(HudComponent.new(world: world)),
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render_component(BoardComponent.new(world: world, scale: board_scale.factor)),
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gap: 1
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),
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width: layout_screen.width,
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height: layout_screen.height
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)
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end
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private
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def board_scale
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@board_scale ||= BoardScale.new(screen: layout_screen, maze: world.maze)
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end
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def cramped_notice
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text "Terminal too small — need at least " \
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"#{world.maze.width * 2}x#{world.maze.height + BoardScale::HUD_ROWS}.", style: theme.warn
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end
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end
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end
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end
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# frozen_string_literal: true
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module Pacman
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module GameOver
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class ShowView < Charming::View
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def render
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Charming::UI.center(
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column(banner, summary, high_score_table, hint, gap: 1),
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width: layout_screen.width,
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height: layout_screen.height
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)
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end
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private
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def banner
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text "GAME OVER", style: theme.title.bold
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end
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def high_score_table
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return "" if high_scores.empty?
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column(
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text("HIGH SCORES", style: theme.title),
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*high_scores.map.with_index(1) do |entry, rank|
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text("#{rank}. #{entry.name} #{entry.score}", style: theme.info)
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end
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)
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end
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def summary
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text "Final score #{game_over.score} · reached level #{game_over.level}", style: theme.info
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end
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def hint
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text "Press r or Enter to play again · q to quit", style: theme.muted
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end
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end
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end
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end
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# frozen_string_literal: true
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module Pacman
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module Home
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class ShowView < Charming::View
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LOGO = <<~ART
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██████╗ █████╗ ██████╗ ███╗ ███╗ █████╗ ███╗ ██╗
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██╔══██╗██╔══██╗██╔════╝█████╗████╗ ████║██╔══██╗████╗ ██║
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██████╔╝███████║██║ ╚════╝██╔████╔██║███████║██╔██╗ ██║
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██╔═══╝ ██╔══██║██║ ██║╚██╔╝██║██╔══██║██║╚██╗██║
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██║ ██║ ██║╚██████╗ ██║ ╚═╝ ██║██║ ██║██║ ╚████║
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╚═╝ ╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═══╝
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ART
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def render
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Charming::UI.center(
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column(logo_block, subtitle, start_hint, controls_hint, gap: 1),
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width: layout_screen.width,
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height: layout_screen.height
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)
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end
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private
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def logo_block
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text LOGO.chomp, style: theme.title
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end
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def subtitle
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text "PAC-MAN — a Charming arcade clone", style: theme.info
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end
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def start_hint
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text "Press Enter to start", style: theme.title.bold
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end
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def controls_hint
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text "Arrows or WASD to steer · q to quit", style: theme.muted
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end
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end
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end
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end
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# frozen_string_literal: true
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module Pacman
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module Layouts
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# Full-bleed layout: the game owns the whole terminal. No sidebar, no
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# borders — just the screen content with the command palette overlaid.
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class ApplicationLayout < Charming::View
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def render
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screen_layout(background: theme.background) do
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pane(:content, grow: 1) do
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yield_content
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end
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overlay command_palette_modal if command_palette_modal
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end
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end
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private
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def palette_component
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assigns.fetch(:palette, nil)
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end
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def command_palette_modal
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return unless palette_component
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render_component Charming::Components::CommandPaletteModal.new(
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content: palette_component,
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theme: theme
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)
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end
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end
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end
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end
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data/config/database.rb
ADDED
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# frozen_string_literal: true
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require "active_record"
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require "fileutils"
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# The database file is selected by CHARMING_ENV (development, test, production).
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environment = ENV["CHARMING_ENV"] || "development"
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database_path = File.expand_path("../db/#{environment}.sqlite3", __dir__)
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FileUtils.mkdir_p(File.dirname(database_path))
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ActiveRecord::Base.establish_connection(
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adapter: "sqlite3",
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database: database_path
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)
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data/config/routes.rb
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Binary file
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data/db/schema.rb
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# This file is auto-generated from the current state of the database. Instead
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# of editing this file, please use the migrations feature of Active Record to
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# incrementally modify your database, and then regenerate this schema definition.
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#
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# This file is the source Rails uses to define your schema when running `bin/rails
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# db:schema:load`. When creating a new database, `bin/rails db:schema:load` tends to
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# be faster and is potentially less error prone than running all of your
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# migrations from scratch. Old migrations may fail to apply correctly if those
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# migrations use external dependencies or application code.
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#
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# It's strongly recommended that you check this file into your version control system.
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ActiveRecord::Schema[8.1].define(version: 2026_07_19_010011) do
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create_table "high_scores", force: :cascade do |t|
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t.datetime "created_at", null: false
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t.string "name"
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t.integer "score"
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t.datetime "updated_at", null: false
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end
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end
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data/db/seeds.rb
ADDED
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# frozen_string_literal: true
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data/db/test.sqlite3
ADDED
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Binary file
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data/exe/pacmanrb
ADDED
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@@ -0,0 +1,13 @@
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# frozen_string_literal: true
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module Pacman
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class Application < Charming::Application
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root File.expand_path("../..", __dir__)
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Charming::UI::Theme.built_in_names.each do |theme_name|
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theme theme_name.to_sym, built_in: theme_name
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end
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default_theme :phosphor
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end
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end
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# frozen_string_literal: true
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module Pacman
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module Arcade
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# Each brain answers one question: where should this ghost head right now?
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module Brains
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class Chase
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def target(world)
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world.player.position
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end
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end
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class Ambush
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LOOKAHEAD = 4
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def target(world)
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player = world.player
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LOOKAHEAD.times.reduce(player.position) { |spot, _| spot.step(player.direction) }
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end
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end
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class Corner
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def initialize(corner:)
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@corner = corner
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end
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def target(_world)
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@corner
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end
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end
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class Wander
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def initialize(rng:)
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@rng = rng
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end
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def target(world)
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Position.new(
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row: @rng.rand(world.maze.height),
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col: @rng.rand(world.maze.width)
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)
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end
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end
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end
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end
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end
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