pacman/lib/include/Ghost.hpp

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#pragma once
#include <chrono>
#include "Atlas.hpp"
#include "Board.hpp"
#include "Position.hpp"
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namespace pacman {
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class GameState;
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class Ghost {
public:
enum class State {
Chase,
Scatter,
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Frightened,
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Eyes,
};
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explicit Ghost(Atlas::Ghost spriteSet);
virtual ~Ghost() = default;
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[[nodiscard]] GridPosition currentSprite() const;
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[[nodiscard]] Position position() const;
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[[nodiscard]] GridPosition positionInGrid() const;
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void update(std::chrono::milliseconds time_delta, const GameState & gameState);
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void frighten();
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void die();
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[[nodiscard]] bool isFrightened() const;
[[nodiscard]] bool isEyes() const;
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void reset();
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private:
void updateAnimation(std::chrono::milliseconds time_delta);
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void updatePosition(std::chrono::milliseconds time_delta, const GameState & gameState);
void updateDirection(const GameState & gameState);
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protected:
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virtual double speed(const GameState & gameState) const = 0;
virtual Position target(const GameState & gameState) const = 0;
virtual Position initialPosition() const = 0;
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Atlas::Ghost spriteSet;
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Direction direction = Direction::NONE;
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double timeForAnimation = 0;
int animationIndex = 0;
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State state = State::Chase;
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int timeFrighten = 0;
int timeChase = 0;
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Position pos;
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GridPosition last_grid_position = { 0, 0 };
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[[nodiscard]] bool isInPen() const;
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};
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} // namespace pacman