Implement ghost movements

This commit is contained in:
Corentin Jabot 2021-07-29 11:16:08 +02:00
parent 43ccaae3ef
commit 17ac48f713
7 changed files with 124 additions and 14 deletions

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@ -1,4 +1,5 @@
#include "Blinky.hpp"
#include "GameState.hpp"
namespace pacman {
@ -22,7 +23,7 @@ Position Blinky::target(const GameState & gameState) const {
if (isInPen())
return penDoorPosition();
return scatterTarget();
return state == State::Chase ? gridPositionToPosition(gameState.pacMan.positionInGrid()) : scatterTarget();
}
Position Blinky::initialPosition() const {

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@ -1,4 +1,5 @@
#include "Clyde.hpp"
#include "GameState.hpp"
namespace pacman {
@ -22,7 +23,15 @@ Position Clyde::target(const GameState & gameState) const {
if (isInPen())
return penDoorPosition();
return scatterTarget();
// Clyde always target its scatter target, unless pacman is further than 8 tiles away
auto targetPosition = scatterTarget();
const auto & pacmanPosition = gameState.pacMan.positionInGrid();
auto distanceFomPacMan = std::hypot(pos.x - pacmanPosition.x, pos.y - pacmanPosition.y);
if (state == State::Chase && distanceFomPacMan > 8)
targetPosition = gridPositionToPosition(pacmanPosition);
return targetPosition;
}
Position Clyde::initialPosition() const {

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@ -1,6 +1,7 @@
#include "Ghost.hpp"
#include <array>
#include <cmath>
#include <numeric>
namespace pacman {
@ -13,7 +14,7 @@ void Ghost::frighten() {
return;
direction = oppositeDirection(direction);
state = State::Frightened;
timeFrighten = 0;
timeFrighten = {};
}
bool Ghost::isFrightened() const {
@ -29,15 +30,15 @@ void Ghost::die() {
return;
direction = oppositeDirection(direction);
state = State::Eyes;
timeFrighten = 0;
timeChase = 0;
timeFrighten = {};
timeChase = {};
}
void Ghost::reset() {
pos = initialPosition();
state = State::Scatter;
timeFrighten = 0;
timeChase = 0;
timeFrighten = {};
timeChase = {};
}
[[nodiscard]] GridPosition Ghost::currentSprite() const {
@ -47,7 +48,7 @@ void Ghost::reset() {
case State::Eyes:
return Atlas::eyeSprite(direction);
case State::Frightened:
if (timeFrighten < 3500)
if (timeFrighten.count() < 3500)
return Atlas::initialFrightened(animationIndex);
else
return Atlas::endingFrightened(animationIndex);
@ -67,11 +68,20 @@ void Ghost::update(std::chrono::milliseconds time_delta, const GameState & gameS
state = State::Scatter;
if (state == State::Frightened) {
timeFrighten += time_delta.count();
if (timeFrighten > 6000)
timeFrighten += time_delta;
if (timeFrighten.count() > 6000)
state = State::Scatter;
}
if (state == State::Scatter || state == State::Chase) {
timeChase += time_delta;
auto newState = defaultStateAtDuration(std::chrono::duration_cast<std::chrono::seconds>(timeChase));
if (newState != state) {
direction = oppositeDirection(direction);
state = newState;
}
}
updateAnimation(time_delta);
updatePosition(time_delta, gameState);
}
@ -105,6 +115,10 @@ void Ghost::updatePosition(std::chrono::milliseconds time_delta, const GameState
pos.y += position_delta;
break;
}
if (isPortal(positionInGrid(), direction)) {
pos = gridPositionToPosition(teleport(positionInGrid()));
}
}
/*
@ -144,6 +158,10 @@ void Ghost::updateDirection(const GameState & gameState) {
const Position target_position = target(gameState);
for (auto & move : possible_moves) {
if (isPortal(current_grid_position, move.direction))
move.position = gridPositionToPosition(teleport(current_grid_position));
const bool invalid_position = (move.position.x < 0 || move.position.y < 0);
if (invalid_position)
continue;
@ -177,4 +195,23 @@ void Ghost::updateAnimation(std::chrono::milliseconds time_delta) {
}
}
/*
* Ghosts alternate between the scatter and chase states at
* specific intervals
*/
Ghost::State Ghost::defaultStateAtDuration(std::chrono::seconds s) {
// This array denotes the duration of each state, alternating between scatter and chase
std::array changes = { /*scatter*/ 7, 20, 7, 20, 5, 20, 5 };
// To know the current state we first compute the cumulative time using std::partial_sum
// This gives us {7, 27, 34, 54, 59, 79, 84}
std::partial_sum(std::begin(changes), std::end(changes), std::begin(changes));
// Then we look for the first value in the array greater than the time spend in chase/scatter states
auto it = std::upper_bound(std::begin(changes), std::end(changes), s.count());
// We get the position of that iterator in the array
auto count = std::distance(std::begin(changes), it);
// Because the first positition is scatter, all the even positions will be scatter
// all the odd positions will be chase
return count % 2 == 0 ? State::Scatter : State::Chase;
}
} // namespace pacman

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@ -1,4 +1,5 @@
#include "Inky.hpp"
#include "GameState.hpp"
namespace pacman {
@ -22,7 +23,40 @@ Position Inky::target(const GameState & gameState) const {
if (isInPen())
return penDoorPosition();
return scatterTarget();
if (state == State::Scatter)
return scatterTarget();
// Inky first selects a position 2 cell away from pacman in his direction.
GridPosition targetPosition = gameState.pacMan.positionInGrid();
switch (gameState.pacMan.currentDirection()) {
case Direction::LEFT:
targetPosition.x -= 2;
break;
case Direction::RIGHT:
targetPosition.x += 2;
break;
case Direction::UP:
targetPosition.y -= 2;
targetPosition.x -= 2;
break;
case Direction::DOWN:
targetPosition.y += 2;
break;
case Direction::NONE:
assert("Pacman should be moving!");
break;
}
// Then it calculates the distance between Blinky and this position
const auto & blinkyPosition = gameState.blinky.positionInGrid();
auto distanceBetweenBlinkyAndTarget = std::hypot(blinkyPosition.x - targetPosition.x, blinkyPosition.y - targetPosition.y);
// And selects a point on the line crossing blinky and this position that is at twice that distance
// away from blinky
targetPosition.x += ((targetPosition.x - blinkyPosition.x) / distanceBetweenBlinkyAndTarget) * 2;
targetPosition.y += ((targetPosition.y - blinkyPosition.y) / distanceBetweenBlinkyAndTarget) * 2;
return gridPositionToPosition(targetPosition);
}
Position Inky::initialPosition() const {

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@ -1,4 +1,5 @@
#include "Pinky.hpp"
#include "GameState.hpp"
namespace pacman {
@ -22,7 +23,30 @@ Position Pinky::target(const GameState & gameState) const {
if (isInPen())
return penDoorPosition();
return scatterTarget();
if (state == State::Scatter)
return scatterTarget();
// Inky first selects a position 2 cell away from pacman in his direction.
GridPosition targetPosition = gameState.pacMan.positionInGrid();
switch (gameState.pacMan.currentDirection()) {
case Direction::LEFT:
targetPosition.x -= 4;
break;
case Direction::RIGHT:
targetPosition.x += 4;
break;
case Direction::UP:
targetPosition.y -= 4;
targetPosition.x -= 4;
break;
case Direction::DOWN:
targetPosition.y += 4;
break;
case Direction::NONE:
assert("Pacman should be moving!");
break;
}
return gridPositionToPosition(targetPosition);
}
Position Pinky::initialPosition() const {

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@ -41,6 +41,7 @@ private:
void updateDirection(const GameState & gameState);
protected:
State defaultStateAtDuration(std::chrono::seconds s);
virtual double speed(const GameState & gameState) const = 0;
virtual Position target(const GameState & gameState) const = 0;
@ -51,8 +52,8 @@ protected:
double timeForAnimation = 0;
int animationIndex = 0;
State state = State::Chase;
int timeFrighten = 0;
int timeChase = 0;
std::chrono::milliseconds timeFrighten = {};
std::chrono::milliseconds timeChase = {};
Position pos;
GridPosition last_grid_position = { 0, 0 };
[[nodiscard]] bool isInPen() const;

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@ -27,6 +27,10 @@ public:
return direction != Direction::NONE;
}
Direction currentDirection() const {
return direction;
}
private:
Direction direction = Direction::NONE;
Direction desired_direction = Direction::NONE;