pacman/lib/PacMan.cpp

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#include "PacMan.hpp"
#include <cmath>
PacMan::PacMan(const Board & board)
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: pos(Board::initialPacManPosition()) {}
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PositionInt PacMan::currentSprite() const {
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return pacManAnimation.animationFrame(direction);
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}
Position PacMan::position() const {
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return pos;
}
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Position PacMan::positionInGrid() const {
return { std::round(pos.x), std::round(pos.y) };
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}
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void PacMan::update(std::chrono::milliseconds time_delta, InputState state, const Board & board) {
setDirection(state);
const auto old = pos;
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updateMazePosition(time_delta, board);
const bool paused = pos == old;
updateAnimationPosition(time_delta, paused);
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}
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, bool paused) {
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if (paused) {
pacManAnimation.pause();
} else {
pacManAnimation.updateAnimationPosition(time_delta);
}
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}
void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Board & board) {
float position_delta = 0.004 * time_delta.count();
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// Handle teleport
if (pos.x >= COLUMNS - 1 && direction == Direction::RIGHT) {
pos.x = -1;
} else if (pos.x <= 0 && direction == Direction::LEFT) {
pos.x = COLUMNS;
}
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else if (board.isWalkableForPacMan(pos, position_delta, desired_direction)) {
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direction = desired_direction;
}
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if (board.isWalkableForPacMan(pos, position_delta, direction)) {
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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;
}
}
}