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 Ghost {
public:
enum class State {
Chase,
Scatter,
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Frightened,
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Eyes,
};
explicit Ghost(Atlas::Ghost spritesSet, Position startingPosition, Position scatterTarget);
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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 Board & board);
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void frighten();
void eat();
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[[nodiscard]] bool isFrightened() const;
[[nodiscard]] bool isEyes() const;
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void reset();
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private:
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[[nodiscard]] double speed() const;
void updateAnimation(std::chrono::milliseconds time_delta);
void updatePosition(std::chrono::milliseconds time_delta, const Board & board);
void updateDirection(const Board & board);
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[[nodiscard]] Position target(const Board & board) const;
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protected:
Atlas::Ghost spritesSet;
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;
Position startingPosition;
Position scatterTarget;
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GridPosition last_grid_position = { 0, 0 };
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[[nodiscard]] bool isInPen(const Board & board) const;
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};
class Blinky : public Ghost {
public:
explicit Blinky(const Board & board);
};
class Speedy : public Ghost {
public:
explicit Speedy(const Board & board);
};
class Inky : public Ghost {
public:
explicit Inky(const Board & board);
};
class Clyde : public Ghost {
public:
explicit Clyde(const Board & board);
};
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} // namespace pacman