@tool extends Node2D const Maze = preload("res://games/pacman/pacman_maze.gd") const Rules = preload("res://games/pacman/pacman_rules.gd") const SHEET = preload("res://games/pacman/art/sprites.png") const MAZE_RECT := Rect2(0, 24, 224, 248) const GAME_RECT := Rect2(0, 0, 224, 288) const FONT = preload("res://games/pacman/art/text.png") const DEATH_ANIMATION_SECONDS := 1.55 const DEATH_POP_SECONDS := 0.24 var model var debug_grid := false var power_state := "off" var startup_time := 0.0 var credit_required := false var credits := 0 func _ready() -> void: texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST func _process(_dt: float) -> void: if Engine.is_editor_hint(): return var available := get_viewport_rect().size var factor := minf(available.x / 224.0, available.y / 288.0) if factor >= 1.0: factor = floorf(factor) scale = Vector2.ONE * factor position = ((available - Vector2(224, 288) * factor) * 0.5).floor() queue_redraw() func _draw() -> void: draw_rect(_viewport_bounds(), Color.BLACK) if model == null: return if power_state == "off": _text("WAITING FOR POWER", Vector2(44, 136)) return if power_state == "booting": _boot_screen() _draw_edge_mask(GAME_RECT) return if model.state == "idle": _character_intro() _draw_edge_mask(GAME_RECT) return if model.state == "intermission": _intermission() _draw_edge_mask(GAME_RECT) return var flash: bool = model.state == "clear" and int(model.phase_time * 5) % 2 == 0 draw_texture_rect_region(SHEET, MAZE_RECT, Rect2(228, 0, 224, 248), Color(0.7, 0.7, 1.0) if flash else Color.WHITE) for tile in model.dots: var center := _pixel(Vector2(tile)) if model.dots[tile]: if int(model.clock * 4) % 2 == 0: draw_circle(center, 3.5, Color("ffb8ae")) else: draw_rect(Rect2(center - Vector2.ONE, Vector2(2, 2)), Color("ffb8ae")) if model.fruit_time > 0: _sprite(Rect2(504 + Rules.fruit_index(model.level) * 16, 48, 16, 16), _actor_pixel(Vector2(13.5, 17))) if model.state not in ["ready", "dying", "death_pop", "lost", "won", "clear"]: for i in range(4): _ghost(i) if model.state not in ["ready", "death_pop", "lost", "won", "clear"]: _player() if model.state == "death_pop": _sprite(Rect2(664, 0, 16, 16), _actor_pixel(Maze.position(model.player))) if model.popup_time > 0: _text(model.popup_text, _pixel(model.popup_position) - Vector2(12, 4), Color.CYAN) _draw_edge_mask(MAZE_RECT) _text("1UP", Vector2(24, 0)) _text("HIGH SCORE", Vector2(80, 0)) _text(str(model.score).pad_zeros(2), Vector2(8, 8)) _text(str(model.high_score).pad_zeros(2), Vector2(88, 8)) if credit_required: _text("CREDIT %d" % credits, Vector2(120, 280)) for i in range(mini(model.lives - 1, 5)): _sprite(Rect2(600, 16, 16, 16), Vector2(16 + i * 16, 280)) if not credit_required: _text("L%d" % model.level, Vector2(192, 276), Color("ffb852")) match model.state: "idle": _banner("SCAN CARD" if credit_required and credits == 0 else "PRESS START", Color.YELLOW) _text("ARROWS TO MOVE", Vector2(56, 256)) "ready": _banner("READY!", Color.YELLOW) _text("PLAYER ONE", Vector2(72, 112), Color("33aaff")) "won": _banner("YOU WIN!", Color.CYAN) "lost": _banner("GAME OVER", Color.RED) if debug_grid: for y in range(31): for x in range(28): if Maze.walkable(Vector2i(x,y)): draw_rect(Rect2(x * 8, y * 8 + 24, 8, 8), Color(0, 1, 0, 0.25), false) func _viewport_bounds() -> Rect2: if Engine.is_editor_hint(): return GAME_RECT return get_global_transform_with_canvas().affine_inverse() * get_viewport_rect() func _draw_edge_mask(visible_area: Rect2) -> void: var outer := _viewport_bounds().merge(visible_area) draw_rect(Rect2(outer.position, Vector2(visible_area.position.x - outer.position.x, outer.size.y)), Color.BLACK) draw_rect(Rect2(Vector2(visible_area.end.x, outer.position.y), Vector2(outer.end.x - visible_area.end.x, outer.size.y)), Color.BLACK) draw_rect(Rect2(Vector2(visible_area.position.x, outer.position.y), Vector2(visible_area.size.x, visible_area.position.y - outer.position.y)), Color.BLACK) draw_rect(Rect2(Vector2(visible_area.position.x, visible_area.end.y), Vector2(visible_area.size.x, outer.end.y - visible_area.end.y)), Color.BLACK) func _pixel(tile: Vector2) -> Vector2: return Vector2(4, 28) + tile * 8.0 func _actor_pixel(tile: Vector2) -> Vector2: return _pixel(tile) func _intermission() -> void: var elapsed: float = 5.28 - model.phase_time var frame := int(model.clock * 12) % 2 if elapsed < 2.64: var x := 240.0 - elapsed * 105.0 _sprite(Rect2(456 + frame * 16, 16, 16, 16), Vector2(x, 144)) _sprite(Rect2(488 + frame * 16, 64, 16, 16), Vector2(x + 40, 144)) else: var x := -40.0 + (elapsed - 2.64) * 110.0 _sprite(Rect2(584 + frame * 16, 64, 16, 16), Vector2(x + 55, 144)) draw_texture_rect_region(SHEET, Rect2(x - 16, 128, 32, 32), Rect2(504 + frame * 32, 16, 32, 32)) _text("LEVEL %d CLEAR" % model.level, Vector2(56, 200), Color.YELLOW) func _sprite(region: Rect2, center: Vector2) -> void: draw_texture_rect_region(SHEET, Rect2(center.round() - Vector2(8, 8), Vector2(16, 16)), region) if center.x < 8: draw_texture_rect_region(SHEET, Rect2(center.round() + Vector2(216, -8), Vector2(16, 16)), region) elif center.x > 216: draw_texture_rect_region(SHEET, Rect2(center.round() - Vector2(232, 8), Vector2(16, 16)), region) func _player() -> void: var p: Dictionary = model.player var region := Rect2(456, 0, 16, 16) if model.state == "dying": var elapsed: float = DEATH_ANIMATION_SECONDS - model.phase_time var frame := clampi(int(elapsed / DEATH_ANIMATION_SECONDS * 11.0), 0, 10) region = Rect2(488 + frame * 16, 0, 16, 16) else: var row: int = {Vector2i.RIGHT: 0, Vector2i.LEFT: 1, Vector2i.UP: 2, Vector2i.DOWN: 3}.get(p.dir, 0) var frame: int = [0, 1, 2, 1][int(model.player_anim_time * 12.0) % 4] if p.tile != p.next else 1 region = Rect2(456 + frame * 16, row * 16, 16, 16) _sprite(region, _actor_pixel(Maze.position(p))) func _ghost(index: int) -> void: var g: Dictionary = model.ghosts[index] var direction: int = {Vector2i.RIGHT: 0, Vector2i.LEFT: 1, Vector2i.UP: 2, Vector2i.DOWN: 3}.get(g.dir, 0) var frame := int(model.clock * 8) % 2 var region := Rect2(456 + direction * 32 + frame * 16, 64 + index * 16, 16, 16) if g.status in ["eyes", "entering"]: region = Rect2(584 + direction * 16, 80, 16, 16) elif g.frightened: var white: bool = model.fright_time < 2.0 and int(model.fright_time * 6) % 2 == 0 region = Rect2(584 + frame * 16 + (32 if white else 0), 64, 16, 16) var center := _actor_pixel(Maze.position(g)) if g.status == "house": center.y += sin(model.clock * 6 + index) * 2 _sprite(region, center) func _banner(message: String, color: Color) -> void: var width := message.length() * 8 draw_rect(Rect2(112 - width / 2 - 4, 160, width + 8, 12), Color.BLACK) _text(message, Vector2(112 - width / 2, 162), color) func _text(message: String, at: Vector2, color := Color.WHITE) -> void: for i in range(message.length()): var c := message[i] var region := Rect2() var code := c.unicode_at(0) if code >= 65 and code <= 79: region = Rect2((code - 65) * 8, 0, 8, 8) elif code >= 80 and code <= 90: region = Rect2((code - 80) * 8, 8, 8, 8) elif code >= 48 and code <= 57: region = Rect2((code - 48) * 8, 16, 8, 8) elif c == "/": for dot in range(6): draw_rect(Rect2(at + Vector2(i * 8 + 6 - dot, dot + 1), Vector2.ONE), color) continue elif c == "!": region = Rect2(88, 8, 8, 8) else: continue draw_texture_rect_region(FONT, Rect2(at + Vector2(i * 8, 0), Vector2(8, 8)), region, color) # Cosmetic recreation of the original video-RAM test, not an actual ROM test. # All graphics remain on the native 224 x 288 pixel grid; no shader or noise texture. func _boot_screen() -> void: if startup_time < 0.12 or startup_time >= 3.75: return var colors := [Color.CYAN, Color.WHITE, Color.YELLOW, Color("ffb8ff"), Color("ffb852"), Color.RED] var blue := startup_time >= 1.8 var sweep := int(startup_time * 16.0) for y in range(36): for x in range(28): var tile := (y * 7 + (x % 8) + sweep) % 32 var color: Color = Color("2121de") if blue else colors[(x + y) % colors.size()] var at := Vector2(x * 8, y * 8) match y % 9: 0, 1: pass 2: _text("P" if tile % 3 else "0", at, color) 3: draw_texture_rect_region(SHEET, Rect2(at, Vector2(8, 8)), Rect2(456 + (tile % 3) * 8, 0, 8, 8), color) 4: draw_rect(Rect2(at + Vector2(2, 3), Vector2(2, 2)), Color.WHITE) 5: draw_texture_rect_region(SHEET, Rect2(at, Vector2(8, 8)), Rect2((tile % 4) * 8, 0, 8, 8), color) 6: _text("0", at, color) 7: draw_texture_rect_region(SHEET, Rect2(at, Vector2(8, 8)), Rect2(456 + (tile % 4) * 8, 64, 8, 8), color) 8: if x % 4 == 0: _text(str(tile % 10), at, color) func _character_intro() -> void: _text("1UP", Vector2(24, 0)) _text("HIGH SCORE", Vector2(80, 0)) _text("00", Vector2(32, 8)) _text(str(model.high_score).pad_zeros(2), Vector2(88, 8)) _text("CHARACTER / NICKNAME", Vector2(40, 40)) var names := ["SHADOW", "SPEEDY", "BASHFUL", "POKEY"] var nicknames := ["BLINKY", "PINKY", "INKY", "CLYDE"] var colors := [Color("ff0000"), Color("ffb8ff"), Color("00ffff"), Color("ffb852")] var elapsed := fmod(startup_time, 22.0) for i in range(4): var age := elapsed - float(i) * 1.6 if age < 0.2: continue var y := 64 + i * 24 _sprite(Rect2(456 + (int(startup_time * 8) % 2) * 16, 64 + i * 16, 16, 16), Vector2(24, y + 4)) _text(names[i].left(clampi(int((age - 0.4) * 20), 0, names[i].length())), Vector2(48, y), colors[i]) _text(nicknames[i].left(clampi(int((age - 0.9) * 20), 0, nicknames[i].length())), Vector2(136, y), colors[i]) if elapsed > 7.0: draw_rect(Rect2(64, 196, 2, 2), Color("ffb8ae")) _text("10 PTS", Vector2(88, 192)) if int(startup_time * 4) % 2 == 0: draw_circle(Vector2(65, 216), 3.5, Color("ffb8ae")) _text("50 PTS", Vector2(88, 212)) _text("1980 NAMCO", Vector2(72, 240), Color("ffb8ff")) _text("SCAN CARD" if credit_required and credits == 0 else "PRESS START", Vector2(64, 264), Color.YELLOW) _text("CREDIT %d" % credits, Vector2(16, 280))