Initial helper functions for PacMan AI. Not complete.
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8415048809
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0712db77bb
6 changed files with 102 additions and 25 deletions
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@ -6,14 +6,14 @@ const std::size_t ROWS = 31;
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const std::size_t COLUMNS = 28;
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enum class Cell {
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wall = 0,
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pellet = 1,
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// nothing = 2,
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// missing 3,
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power_pellet = 4,
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pen = 5,
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left_portal = 6,
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right_portal = 7
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wall = 0,
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pellet = 1,
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// nothing = 2,
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// missing 3,
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power_pellet = 4,
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pen = 5,
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left_portal = 6,
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right_portal = 7
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};
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// clang-format off
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@ -124,4 +124,60 @@ std::vector<GridPosition> initialSuperPelletPositions() {
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return positions;
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}
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// AI
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bool isIntersection(GridPosition point) {
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if (!isWalkableForPacMan(point) || cellAtPosition(point) == Cell::left_portal || cellAtPosition(point) == Cell::right_portal) {
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return false;
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}
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const GridPosition right{ point.x + 1, point.y };
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const bool rightWalkable = isWalkableForPacMan(right);
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const GridPosition left{ point.x - 1, point.y };
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const bool leftWalkable = isWalkableForPacMan(left);
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const GridPosition top{ point.x, point.y - 1 };
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const bool topWalkable = isWalkableForPacMan(top);
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const GridPosition bottom{ point.x, point.y + 1 };
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const bool bottomWalkable = isWalkableForPacMan(bottom);
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return (topWalkable && rightWalkable) || (rightWalkable && bottomWalkable) || (bottomWalkable && leftWalkable) || (leftWalkable && topWalkable);
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}
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bool isWalkableStraightLine(GridPosition pointA, GridPosition pointB) {
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// Points with no shared x,y have no straight line between them
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if (pointA.x != pointB.x && pointA.y != pointB.y) {
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return false;
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}
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// this is std::all_of
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if (pointA.x == pointB.x) {
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const size_t startY = (pointA.y > pointB.y ? pointB.y : pointA.y);
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const size_t endY = (pointA.y > pointB.y ? pointA.y : pointB.y);
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for (size_t y = startY; y <= endY; y++) {
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const GridPosition test{ pointA.x, y };
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if (!isWalkableForPacMan(test)) {
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return false;
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}
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}
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return true;
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}
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if (pointA.y == pointB.y) {
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const size_t startX = (pointA.x > pointB.x ? pointB.x : pointA.x);
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const size_t endX = (pointA.x > pointB.x ? pointA.x : pointB.x);
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for (size_t x = startX; x <= endX; x++) {
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const GridPosition test{ x, pointA.y };
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if (!isWalkableForPacMan(test)) {
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return false;
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}
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}
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return true;
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}
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return false;
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}
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} // namespace pacman
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@ -1,8 +1,8 @@
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#include "Ghost.hpp"
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <numeric>
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#include <algorithm>
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namespace pacman {
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@ -13,7 +13,8 @@ Ghost::Ghost(Atlas::Ghost spriteSet)
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void Ghost::frighten() {
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if (state > State::Scatter)
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return;
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direction = oppositeDirection(direction);
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dir = oppositeDirection(dir);
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state = State::Frightened;
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timeFrighten = {};
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}
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@ -29,7 +30,8 @@ bool Ghost::isEyes() const {
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void Ghost::die() {
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if (state == State::Eyes)
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return;
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direction = oppositeDirection(direction);
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dir = oppositeDirection(dir);
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state = State::Eyes;
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timeFrighten = {};
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timeChase = {};
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@ -42,12 +44,12 @@ void Ghost::reset() {
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timeChase = {};
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}
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GridPosition Ghost::currentSprite() const {
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GridPosition Ghost::currentSprite() const {
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switch (state) {
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default:
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return Atlas::ghostSprite(spriteSet, direction, (animationIndex % 2) == 0);
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return Atlas::ghostSprite(spriteSet, dir, (animationIndex % 2) == 0);
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case State::Eyes:
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return Atlas::eyeSprite(direction);
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return Atlas::eyeSprite(dir);
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case State::Frightened:
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if (timeFrighten.count() < 3500)
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return Atlas::initialFrightened(animationIndex);
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@ -64,6 +66,10 @@ GridPosition Ghost::positionInGrid() const {
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return positionToGridPosition(pos);
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}
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Direction Ghost::direction() const {
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return dir;
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}
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void Ghost::update(std::chrono::milliseconds time_delta, const GameState & gameState) {
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if (state == State::Eyes && isInPen())
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state = State::Scatter;
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@ -78,7 +84,7 @@ void Ghost::update(std::chrono::milliseconds time_delta, const GameState & gameS
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timeChase += time_delta;
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const auto newState = defaultStateAtDuration(std::chrono::duration_cast<std::chrono::seconds>(timeChase));
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if (newState != state) {
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direction = oppositeDirection(direction);
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dir = oppositeDirection(dir);
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state = newState;
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}
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}
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@ -99,7 +105,7 @@ void Ghost::updatePosition(std::chrono::milliseconds time_delta, const GameState
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const auto old_position = pos;
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const GridPosition old_grid_position = positionToGridPosition(old_position);
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switch (direction) {
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switch (dir) {
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case Direction::NONE:
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break;
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case Direction::LEFT:
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@ -120,12 +126,11 @@ void Ghost::updatePosition(std::chrono::milliseconds time_delta, const GameState
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break;
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}
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if (isPortal(positionInGrid(), direction)) {
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if (isPortal(positionInGrid(), dir)) {
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pos = gridPositionToPosition(teleport(positionInGrid()));
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}
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else if (!isWalkableForGhost(positionInGrid(), old_grid_position, isEyes())) {
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} else if (!isWalkableForGhost(positionInGrid(), old_grid_position, isEyes())) {
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pos = old_position;
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direction = oppositeDirection(direction);
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dir = oppositeDirection(dir);
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}
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}
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@ -175,7 +180,7 @@ void Ghost::updateDirection(const GameState & gameState) {
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if (invalid_position)
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continue;
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const bool opposite_direction = (move.direction == oppositeDirection(direction));
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const bool opposite_direction = (move.direction == oppositeDirection(dir));
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if (opposite_direction)
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continue;
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@ -192,7 +197,7 @@ void Ghost::updateDirection(const GameState & gameState) {
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});
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const auto & move = *optimal_move;
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direction = move.direction;
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dir = move.direction;
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last_grid_position = current_grid_position;
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}
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4
lib/PacManAI.cpp
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4
lib/PacManAI.cpp
Normal file
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@ -0,0 +1,4 @@
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#include "PacManAI.hpp"
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namespace pacman {
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}
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@ -2,15 +2,16 @@
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#include "Blinky.hpp"
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#include "Clyde.hpp"
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#include "Fruits.hpp"
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#include "Ghost.hpp"
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#include "Inky.hpp"
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#include "InputState.hpp"
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#include "PacMan.hpp"
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#include "PacManAI.hpp"
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#include "Pellets.hpp"
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#include "Pinky.hpp"
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#include "Score.hpp"
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#include "SuperPellets.hpp"
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#include "Fruits.hpp"
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#include "InputState.hpp"
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namespace pacman {
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@ -23,6 +24,7 @@ struct GameState {
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Clyde clyde;
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PacMan pacMan;
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PacManAI pacManAI;
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InputState inputState;
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Pellets pellets;
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SuperPellets superPellets;
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@ -25,6 +25,7 @@ public:
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GridPosition currentSprite() const;
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Position position() const;
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GridPosition positionInGrid() const;
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Direction direction() const;
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void update(std::chrono::milliseconds time_delta, const GameState & gameState);
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void frighten();
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@ -40,7 +41,7 @@ private:
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protected:
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Atlas::Ghost spriteSet;
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Direction direction = Direction::NONE;
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Direction dir = Direction::NONE;
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double timeForAnimation = 0;
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std::size_t animationIndex = 0;
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State state = State::Chase;
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9
lib/include/PacManAI.hpp
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9
lib/include/PacManAI.hpp
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@ -0,0 +1,9 @@
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#pragma once
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namespace pacman {
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class PacManAI {
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public:
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};
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} // namespace pacman
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