pacman/lib/Game.cpp

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#include "Game.hpp"
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#include <chrono>
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namespace pacman {
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constexpr int DEFAULT_LIVES = 3;
constexpr int NORMAL_PELLET_POINTS = 10;
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constexpr int POWER_PELLET_POINTS = 50;
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constexpr int GHOST_POINTS = 200;
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Game::Game()
: pacMan(board),
pellets(board),
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superPellets(board),
ghosts(Blinky(board), Speedy(board), Inky(board), Clyde(board)) {
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score.lives = DEFAULT_LIVES;
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}
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auto Game::now() {
return std::chrono::system_clock::now();
}
void Game::run() {
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const std::chrono::milliseconds delta_time(1000 / 60);
std::chrono::milliseconds t(0);
std::chrono::milliseconds accumulator(0);
auto current_time = now();
InputState inputState;
while (true) {
auto newTime = now();
auto frameTime = std::chrono::duration_cast<std::chrono::milliseconds>(newTime - current_time);
current_time = newTime;
accumulator += frameTime;
processEvents(inputState);
if (inputState.close)
return;
while (accumulator >= delta_time) {
step(delta_time, inputState);
accumulator -= delta_time;
t += delta_time;
}
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canvas.update(*this);
}
}
void Game::step(std::chrono::milliseconds delta, InputState inputState) {
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pacMan.update(delta, inputState, board);
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if (timeSinceDeath.count() != 0) {
timeSinceDeath += delta;
}
if (timeSinceDeath.count() > 1000) {
std::apply([&](auto &... ghost) {
(ghost.reset(), ...);
},
ghosts);
pacMan.reset(board);
timeSinceDeath = std::chrono::milliseconds(0);
}
if (timeSinceDeath.count())
return;
if (!pacMan.onTheMove())
return;
std::apply([&](auto &... ghost) {
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(ghost.update(delta, board), ...);
(checkCollision(ghost), ...);
},
ghosts);
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eatPellets();
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}
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void Game::checkCollision(Ghost & g) {
if (timeSinceDeath.count() || g.isEyes())
return;
if (g.positionInGrid() != pacMan.positionInGrid())
return;
if (g.isFrightened()) {
g.eat();
score.points += GHOST_POINTS;
} else {
pacMan.eat();
score.lives--;
timeSinceDeath = std::chrono::milliseconds(1);
}
}
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void Game::eatPellets() {
const auto pos = pacMan.positionInGrid();
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if (pellets.eatPelletAtPosition(pos)) {
score.eatenPellets++;
score.points += NORMAL_PELLET_POINTS;
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}
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if (superPellets.eatPelletAtPosition(pos)) {
score.eatenPellets++;
score.points += POWER_PELLET_POINTS;
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std::apply([&](auto &... ghost) {
(ghost.frighten(), ...);
},
ghosts);
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}
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}
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void Game::processEvents(InputState & inputState) {
auto event = canvas.pollEvent();
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if (event && event->type == sf::Event::Closed) {
inputState.close = true;
return;
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}
inputState.down = inputState.up = inputState.left = inputState.right = false;
inputState.down = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down);
inputState.up = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up);
inputState.left = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left);
inputState.right = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right);
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}
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} // namespace pacman