pacman/lib/PacMan.cpp

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#include "PacMan.hpp"
#include <cmath>
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namespace pacman {
PacMan::PacMan(const Board & board)
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: pos(Board::initialPacManPosition()) {}
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GridPosition PacMan::currentSprite() const {
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return eaten ? pacManAnimation.deathAnimationFrame(direction) : pacManAnimation.animationFrame(direction);
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}
Position PacMan::position() const {
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return pos;
}
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GridPosition PacMan::positionInGrid() const {
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return positionToGridPosition(pos);
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}
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void PacMan::eat() {
if (eaten)
return;
eaten = true;
direction = Direction::NONE;
}
void PacMan::reset(const Board & b) {
eaten = false;
direction = Direction::NONE;
pos = b.initialPacManPosition();
}
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void PacMan::update(std::chrono::milliseconds time_delta, InputState state, const Board & board) {
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if (eaten) {
updateAnimationPosition(time_delta, false);
return;
}
const auto old = pos;
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setDirection(state);
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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 {
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pacManAnimation.updateAnimationPosition(time_delta, eaten);
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}
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}
void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Board & board) {
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// Handle teleport
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const size_t right = COLUMNS - 1;
const size_t left = 0;
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if (std::size_t(pos.x) == right && direction == Direction::RIGHT) {
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pos.x = left;
return;
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} else if (std::size_t(pos.x) == left && direction == Direction::LEFT) {
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pos.x = right;
return;
}
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const double position_delta = 0.004 * time_delta.count();
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const auto pacman_size = 1;
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auto moveToPosition = [&](Position point, Direction move_direction) {
switch (move_direction) {
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case Direction::LEFT:
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return GridPosition{ std::size_t(point.x - position_delta), std::size_t(point.y) };
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case Direction::RIGHT:
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return GridPosition{ std::size_t(point.x + pacman_size), std::size_t(point.y) };
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case Direction::UP:
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return GridPosition{ std::size_t(point.x), std::size_t(point.y - position_delta) };
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case Direction::DOWN:
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return GridPosition{ std::size_t(point.x), std::size_t(point.y + pacman_size) };
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case Direction::NONE:
default:
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return positionToGridPosition(point);
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}
};
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auto canGo = [&](Direction move_direction) {
return pacman::Board::isWalkableForPacMan(moveToPosition(pos, move_direction));
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};
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if (canGo(desired_direction)) {
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direction = desired_direction;
}
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if (canGo(direction)) {
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switch (direction) {
case Direction::NONE:
break;
case Direction::LEFT:
pos.x -= position_delta;
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pos.y = std::floor(pos.y);
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break;
case Direction::RIGHT:
pos.x += position_delta;
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pos.y = std::floor(pos.y);
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break;
case Direction::UP:
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pos.x = std::floor(pos.x);
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pos.y -= position_delta;
break;
case Direction::DOWN:
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pos.x = std::floor(pos.x);
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pos.y += position_delta;
break;
}
}
}
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} // namespace pacman