/PacManBlazor

PACMAN in Blazor WebAssembly

Primary LanguageC#MIT LicenseMIT

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Welcome to Pac-Man written in C# and running on Blazor WebAssembly

PLAY IT NOW! https://stevedunn.github.io/PacManBlazor/

This is a project I started in order to experiment with Blazor/WebAssembly. I wanted to see if it was feasible to use Blazor to write a game in C# that runs at 60FPS.

The answer is mostly YES

Although care was needed with heap allocations in the main game-loop (which has to take less than 16 milliseconds)

The game basically manipulates the HTML 5 canvas from C# code via the interop provided by Blazor.

FAQ

How does it interactive with the canvas?

It uses the .NET NuGet package Blazor.Extensions.Canvas

What are the dimensions of the canvas?

All drawing is done as on 224x314 canvas. This is upscaled by 3x3 (672/944) 672/944 is a 0.711 aspect ratio

How does sound work?

It uses Howler. sound.js is loaded and exposes SoundPlayer. In the C# code, GameSoundPlayer loads the sound effects via SoundLounder which interact with Howler via IJSRuntime.
Each sound in C# is represented by SoundEffect which again uses IJSRuntime to call methods on the JS SoundPlayer, e.g. _runtime.InvokeVoidAsync("soundPlayer.play", name]).

When a sound has stopped playing, our end event on Howler calls back into the C# code.
This is needed to loop things like the sirens and other long playing effects.

How does touch / swipe / pan work?

It uses Hammer.js.

What happens when the game first starts?

First, we override OnInitializedAsync in index.blazor (which is the Blazor class that derives from ComponentBase).

In this method, we initialise the C# world and then call setDrawCallback in the JS code. setDrawCallback does these things:

  • initialises Hammer for input
  • registers for KeyDown, KeyUp events on window; the events are fed through to the C# code
  • calls requestAnimationFrame on window; every frame it then calls the C# code

Then, back in Blazor, we override OnAfterRenderAsync and initialise the canvases. There are 3 canvases used, one is the output canvas that we draw on, and the other two are canvases for each player's maze (it's a one or two player game).

What happens when the game runs?

In JS, at startup, we called requestAnimationFrame. This means that every frame (60 per second), a JS method is called and that method calls the C# code. The C# code