Refactoring Game and GameState. Moving game state update logic into that class. Game is now only event loop.
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parent
ee4b216056
commit
55fbb53591
8 changed files with 119 additions and 114 deletions
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@ -29,7 +29,7 @@ Canvas::Canvas()
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game_font = loadFont("retro_font.ttf");
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}
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void Canvas::update(const GameState & gameState, const Score & score) {
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void Canvas::update(const GameState & gameState) {
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clear();
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renderMaze();
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@ -41,8 +41,8 @@ void Canvas::update(const GameState & gameState, const Score & score) {
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renderGhost(gameState.inky);
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renderGhost(gameState.clyde);
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renderScore(score.points);
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renderLives(score.lives);
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renderScore(gameState.score.points);
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renderLives(gameState.score.lives);
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renderPacMan(gameState.pacMan);
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106
lib/Game.cpp
106
lib/Game.cpp
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@ -5,124 +5,32 @@
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namespace pacman {
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constexpr int DEFAULT_LIVES = 3;
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constexpr int NORMAL_PELLET_POINTS = 10;
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constexpr int POWER_PELLET_POINTS = 50;
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constexpr int GHOST_POINTS = 200;
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Game::Game() {
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score.lives = DEFAULT_LIVES;
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}
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void Game::run() {
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const std::chrono::milliseconds delta_time(1000 / 60);
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std::chrono::milliseconds accumulator(0);
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auto current_time = std::chrono::system_clock::now();
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InputState inputState;
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while (true) {
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auto newTime = std::chrono::system_clock::now();
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auto frameTime = std::chrono::duration_cast<std::chrono::milliseconds>(newTime - current_time);
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current_time = newTime;
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accumulator += frameTime;
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processEvents(inputState);
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if (inputState.close)
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processEvents(gameState.inputState);
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if (gameState.inputState.close)
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return;
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while (accumulator >= delta_time) {
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step(delta_time, inputState);
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gameState.step(delta_time);
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accumulator -= delta_time;
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}
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canvas.update(gameState, score);
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}
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}
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void Game::killPacMan() {
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gameState.pacMan.die();
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score.lives--;
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timeSinceDeath = std::chrono::milliseconds(1);
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}
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bool Game::pacManDying() const {
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return timeSinceDeath.count() != 0;
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}
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void Game::handleDeathAnimation(std::chrono::milliseconds delta) {
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timeSinceDeath += delta;
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if (timeSinceDeath.count() > 1000) {
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gameState.blinky.reset();
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gameState.pinky.reset();
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gameState.inky.reset();
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gameState.clyde.reset();
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gameState.pacMan.reset();
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timeSinceDeath = std::chrono::milliseconds(0);
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}
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}
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void Game::step(std::chrono::milliseconds delta, InputState inputState) {
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gameState.pacMan.update(delta, inputState.direction());
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if (pacManDying()) {
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handleDeathAnimation(delta);
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return;
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}
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if (!gameState.pacMan.hasDirection())
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return;
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gameState.blinky.update(delta, gameState);
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gameState.pinky.update(delta, gameState);
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gameState.inky.update(delta, gameState);
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gameState.clyde.update(delta, gameState);
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checkCollision(gameState.blinky);
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checkCollision(gameState.pinky);
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checkCollision(gameState.inky);
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checkCollision(gameState.clyde);
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eatPellets();
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}
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void Game::checkCollision(Ghost & ghost) {
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if (pacManDying() || ghost.isEyes())
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return;
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if (ghost.positionInGrid() != gameState.pacMan.positionInGrid())
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return;
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if (ghost.isFrightened()) {
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ghost.die();
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score.points += GHOST_POINTS;
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} else {
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killPacMan();
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}
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}
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void Game::eatPellets() {
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const auto pos = gameState.pacMan.positionInGrid();
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if (gameState.pellets.eatPelletAtPosition(pos)) {
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score.eatenPellets++;
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score.points += NORMAL_PELLET_POINTS;
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}
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if (gameState.superPellets.eatPelletAtPosition(pos)) {
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score.eatenPellets++;
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score.points += POWER_PELLET_POINTS;
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gameState.blinky.frighten();
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gameState.pinky.frighten();
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gameState.inky.frighten();
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gameState.clyde.frighten();
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canvas.update(gameState);
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}
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}
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void Game::processEvents(InputState & inputState) {
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auto event = canvas.pollEvent();
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if (event && event.value().type == sf::Event::Closed) {
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inputState.close = true;
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89
lib/GameState.cpp
Normal file
89
lib/GameState.cpp
Normal file
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@ -0,0 +1,89 @@
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#include "GameState.hpp"
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namespace pacman {
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constexpr int GHOST_POINTS = 200;
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constexpr int NORMAL_PELLET_POINTS = 10;
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constexpr int POWER_PELLET_POINTS = 50;
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void GameState::step(std::chrono::milliseconds delta) {
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pacMan.update(delta, inputState.direction());
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if (isPacManDying()) {
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handleDeathAnimation(delta);
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return;
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}
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if (!pacMan.hasDirection())
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return;
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blinky.update(delta, *this); // waage: urgh, I wanna remove this
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pinky.update(delta, *this); // ghosts know what they want, which is usually pacman's location
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inky.update(delta, *this);
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clyde.update(delta, *this);
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checkCollision(blinky);
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checkCollision(pinky);
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checkCollision(inky);
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checkCollision(clyde);
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eatPellets();
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}
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void GameState::checkCollision(Ghost & ghost) {
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if (isPacManDying() || ghost.isEyes())
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return;
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if (ghost.positionInGrid() != pacMan.positionInGrid())
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return;
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if (ghost.isFrightened()) {
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ghost.die();
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score.points += GHOST_POINTS;
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} else {
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killPacMan();
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}
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}
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void GameState::handleDeathAnimation(std::chrono::milliseconds delta) {
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timeSinceDeath += delta;
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if (timeSinceDeath.count() > 1000) {
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blinky.reset();
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pinky.reset();
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inky.reset();
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clyde.reset();
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pacMan.reset();
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timeSinceDeath = std::chrono::milliseconds(0);
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}
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}
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void GameState::eatPellets() {
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const auto pos = pacMan.positionInGrid();
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if (pellets.eatPelletAtPosition(pos)) {
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score.eatenPellets++;
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score.points += NORMAL_PELLET_POINTS;
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}
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if (superPellets.eatPelletAtPosition(pos)) {
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score.eatenPellets++;
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score.points += POWER_PELLET_POINTS;
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blinky.frighten();
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pinky.frighten();
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inky.frighten();
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clyde.frighten();
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}
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}
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void GameState::killPacMan() {
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pacMan.die();
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score.lives--;
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timeSinceDeath = std::chrono::milliseconds(1);
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}
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bool GameState::isPacManDying() const {
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return timeSinceDeath.count() != 0;
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}
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}
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@ -4,7 +4,6 @@
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#include "GameState.hpp"
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#include "Position.hpp"
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#include "Score.hpp"
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#include <optional>
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namespace pacman {
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@ -15,7 +14,7 @@ using Sprite = sf::Sprite;
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class Canvas {
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public:
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Canvas();
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void update(const GameState & gameState, const Score & score);
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void update(const GameState & gameState);
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std::optional<sf::Event> pollEvent();
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private:
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@ -8,22 +8,13 @@ namespace pacman {
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class Game {
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public:
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Game();
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void run();
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private:
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Canvas canvas;
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GameState gameState;
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Score score;
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std::chrono::milliseconds timeSinceDeath{};
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void step(std::chrono::milliseconds delta, InputState inputState);
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void eatPellets();
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void processEvents(InputState & inputState);
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void checkCollision(Ghost & ghost);
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void killPacMan();
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bool pacManDying() const;
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void handleDeathAnimation(std::chrono::milliseconds delta);
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};
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} // namespace pacman
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@ -9,17 +9,31 @@
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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 "InputState.hpp"
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namespace pacman {
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struct GameState {
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void step(std::chrono::milliseconds delta);
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Blinky blinky;
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Pinky pinky;
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Inky inky;
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Clyde clyde;
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PacMan pacMan;
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InputState inputState;
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Pellets pellets;
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SuperPellets superPellets;
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Score score;
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std::chrono::milliseconds timeSinceDeath{};
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void checkCollision(Ghost & ghost);
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void handleDeathAnimation(std::chrono::milliseconds delta);
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void eatPellets();
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void killPacMan();
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bool isPacManDying() const;
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};
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} // namespace pacman
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@ -1,8 +1,10 @@
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#pragma once
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namespace pacman {
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constexpr int DEFAULT_LIVES = 3;
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struct Score {
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int lives = 0;
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int lives = DEFAULT_LIVES;
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int points = 0;
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int eatenPellets = 0;
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};
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2
test/testGame.cpp
Normal file
2
test/testGame.cpp
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@ -0,0 +1,2 @@
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#include "PacMan.hpp"
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#include <gtest/gtest.h>
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