pacman/lib/GameState.cpp

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#include "GameState.hpp"
namespace pacman {
constexpr int GHOST_POINTS = 200;
constexpr int NORMAL_PELLET_POINTS = 10;
constexpr int POWER_PELLET_POINTS = 50;
void GameState::step(std::chrono::milliseconds delta) {
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pacManAI.update(pacMan, pellets);
pacMan.update(delta, inputState.enableAI ? pacManAI.suggestedDirection() : inputState.direction());
if (isPacManDying()) {
handleDeathAnimation(delta);
return;
}
if (!pacMan.hasDirection())
return;
blinky.setTarget(pacMan.position());
blinky.update(delta);
pinky.setTarget(pacMan.positionInGrid(), pacMan.currentDirection());
pinky.update(delta);
inky.setTarget(pacMan.positionInGrid(), pacMan.currentDirection(), blinky.positionInGrid());
inky.update(delta);
fruit.update(delta, score.eatenPellets);
checkCollision(blinky);
checkCollision(pinky);
checkCollision(inky);
eatPellets();
eatFruit();
}
void GameState::checkCollision(Ghost & ghost) {
if (isPacManDying() || ghost.isEyes())
return;
// TODO: hitboxes based collision
if (ghost.positionInGrid() != pacMan.positionInGrid())
return;
if (ghost.isFrightened()) {
ghost.die();
score.points += GHOST_POINTS;
} else {
killPacMan();
}
}
void GameState::handleDeathAnimation(std::chrono::milliseconds delta) {
timeSinceDeath += delta;
if (timeSinceDeath.count() > 1000) {
blinky.reset();
pinky.reset();
inky.reset();
pacMan.reset();
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pacManAI.reset();
timeSinceDeath = std::chrono::milliseconds(0);
}
}
void GameState::eatPellets() {
const auto pos = pacMan.positionInGrid();
if (pellets.eatPelletAtPosition(pos)) {
score.eatenPellets++;
score.points += NORMAL_PELLET_POINTS;
}
if (superPellets.eatPelletAtPosition(pos)) {
score.eatenPellets++;
score.points += POWER_PELLET_POINTS;
blinky.frighten();
pinky.frighten();
inky.frighten();
}
}
void GameState::eatFruit() {
const auto pos = pacMan.positionInGrid();
const auto fruitpos = positionToGridPosition(fruit.position());
// TODO: hitboxes based collision
if (fruit.isVisible() && pos == fruitpos) {
score.points += fruit.eat();
score.eatenFruits++;
}
}
void GameState::killPacMan() {
pacMan.die();
score.lives--;
timeSinceDeath = std::chrono::milliseconds(1);
}
bool GameState::isPacManDying() const {
return timeSinceDeath.count() != 0;
}
} // namespace pacman