pacman/lib/PacMan.cpp

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#include "PacMan.hpp"
PacMan::PacMan(const Board & board) :
pos(board.initialPacManPosition()) {}
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SDL_Rect PacMan::currentSprite() const {
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return pacManAnimation.animationFrame(direction);
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}
Position PacMan::currentPosition() const {
return pos;
}
void PacMan::update(std::chrono::milliseconds time_delta, InputState state, const Board & board) {
setDirection(state);
updateAnimationPosition(time_delta);
updateMazePosition(time_delta, board);
}
void PacMan::setDirection(const InputState & state) {
if (state.left)
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desired_direction = Direction::LEFT;
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else if (state.right)
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desired_direction = Direction::RIGHT;
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else if (state.up)
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desired_direction = Direction::UP;
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else if (state.down)
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desired_direction = Direction::DOWN;
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}
void PacMan::updateAnimationPosition(std::chrono::milliseconds time_delta) {
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pacManAnimation.updateAnimationPosition(time_delta);
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}
void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Board & board) {
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float position_delta = (time_delta.count() / 128.0);
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if (board.isWalkable(pos, position_delta, desired_direction)) {
direction = desired_direction;
}
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if (board.isWalkable(pos, position_delta, direction)) {
switch (direction) {
case Direction::NONE:
break;
case Direction::LEFT:
pos.x -= position_delta;
pos.y = floor(pos.y);
break;
case Direction::RIGHT:
pos.x += position_delta;
pos.y = floor(pos.y);
break;
case Direction::UP:
pos.x = floor(pos.x);
pos.y -= position_delta;
break;
case Direction::DOWN:
pos.x = floor(pos.x);
pos.y += position_delta;
break;
}
}
}