pacman/lib/Inky.cpp

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#include "Inky.hpp"
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#include "GameState.hpp"
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namespace pacman {
Inky::Inky()
: Ghost(Atlas::Ghost::inky) {
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pos = initialPosition();
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}
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double Inky::speed(const GameState &) const {
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if (state == State::Eyes)
return 2;
if (state == State::Frightened)
return 0.5;
return 0.75;
}
Position Inky::target(const GameState & gameState) const {
if (state == State::Eyes)
return initialPosition();
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if (isInPen())
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return penDoorPosition();
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if (state == State::Scatter)
return scatterTarget();
// Inky first selects a position 2 cell away from pacman in his direction.
GridPosition targetPosition = gameState.pacMan.positionInGrid();
switch (gameState.pacMan.currentDirection()) {
case Direction::LEFT:
targetPosition.x -= 2;
break;
case Direction::RIGHT:
targetPosition.x += 2;
break;
case Direction::UP:
targetPosition.y -= 2;
targetPosition.x -= 2;
break;
case Direction::DOWN:
targetPosition.y += 2;
break;
case Direction::NONE:
assert("Pacman should be moving!");
break;
}
// Then it calculates the distance between Blinky and this position
const auto & blinkyPosition = gameState.blinky.positionInGrid();
auto distanceBetweenBlinkyAndTarget = std::hypot(blinkyPosition.x - targetPosition.x, blinkyPosition.y - targetPosition.y);
// And selects a point on the line crossing blinky and this position that is at twice that distance
// away from blinky
targetPosition.x += int64_t((targetPosition.x - blinkyPosition.x) / distanceBetweenBlinkyAndTarget) * 2;
targetPosition.y += int64_t((targetPosition.y - blinkyPosition.y) / distanceBetweenBlinkyAndTarget) * 2;
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return gridPositionToPosition(targetPosition);
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}
Position Inky::initialPosition() const {
return { 13.5, 14 };
}
Position Inky::scatterTarget() const {
return { 27, 30 };
}
}