Put the code in a namespace
This commit is contained in:
parent
d166f552f4
commit
60095363f4
24 changed files with 173 additions and 95 deletions
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@ -9,8 +9,8 @@ BreakConstructorInitializers: BeforeColon
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BreakInheritanceList: BeforeColon
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ColumnLimit: '0'
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ConstructorInitializerAllOnOneLineOrOnePerLine: true
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NamespaceIndentation: All
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PenaltyReturnTypeOnItsOwnLine: '10000'
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PointerAlignment: Middle
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FixNamespaceComments: true
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NamespaceIndentation: None
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...
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@ -1,5 +1,7 @@
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#include "Board.hpp"
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namespace pacman {
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// Legend
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// 0 - wall
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// 1 - pellet
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@ -87,3 +89,5 @@ std::vector<GridPosition> Board::initialSuperPelletPositions() {
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}
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return positions;
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}
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} // namespace pacman
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@ -4,6 +4,8 @@
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#include <string>
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#include <vector>
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namespace pacman {
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Canvas::Canvas()
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: window(sf::VideoMode(windowDimensions().width, windowDimensions().height),
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"Pacman",
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@ -152,3 +154,5 @@ sf::Font Canvas::loadFont(std::string_view path) {
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}
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return font;
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}
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} // namespace pacman
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@ -2,6 +2,8 @@
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#include <chrono>
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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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@ -127,3 +129,5 @@ void Game::processEvents(InputState & inputState) {
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inputState.left = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left);
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inputState.right = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right);
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}
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} // namespace pacman
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@ -2,6 +2,8 @@
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#include <array>
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#include <cmath>
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namespace pacman {
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Ghost::Ghost(Atlas::Ghost spritesSet, Position startingPosition, Position scatterTarget)
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: spritesSet(spritesSet),
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pos(startingPosition),
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@ -177,3 +179,5 @@ Inky::Inky(const Board & board)
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Clyde::Clyde(const Board & board)
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: Ghost(Atlas::Ghost::clyde, board.initialClydePosition(), board.clydeScatterTarget()) {
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}
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} // namespace pacman
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@ -1,6 +1,8 @@
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#include "PacMan.hpp"
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#include <cmath>
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namespace pacman {
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PacMan::PacMan(const Board & board)
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: pos(Board::initialPacManPosition()) {}
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@ -66,13 +68,13 @@ void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Boar
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auto cellAtPosition = [&](Position point, double position_delta, Direction direction) {
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switch (direction) {
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case Direction::LEFT:
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return GridPosition{int(point.x - position_delta), int(point.y)};
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return GridPosition{ int(point.x - position_delta), int(point.y) };
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case Direction::RIGHT:
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return GridPosition{int(point.x) + 1, int(point.y)};
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return GridPosition{ int(point.x) + 1, int(point.y) };
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case Direction::UP:
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return GridPosition{int(point.x), int(point.y - position_delta)};
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return GridPosition{ int(point.x), int(point.y - position_delta) };
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case Direction::DOWN:
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return GridPosition{int(point.x), int(point.y) + 1};
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return GridPosition{ int(point.x), int(point.y) + 1 };
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case Direction::NONE:
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default:
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return positionInGrid();
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@ -84,8 +86,7 @@ void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Boar
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pos.x = -1;
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} else if (pos.x <= 0 && direction == Direction::LEFT) {
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pos.x = COLUMNS;
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}
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else if (board.isWalkableForPacMan(cellAtPosition(pos, position_delta, desired_direction))) {
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} else if (board.isWalkableForPacMan(cellAtPosition(pos, position_delta, desired_direction))) {
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direction = desired_direction;
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}
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@ -112,3 +113,5 @@ void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Boar
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}
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}
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}
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} // namespace pacman
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@ -1,5 +1,7 @@
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#include "PacManAnimation.hpp"
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namespace pacman {
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GridPosition PacManAnimation::animationFrame(Direction direction) const {
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switch (direction) {
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case Direction::LEFT:
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@ -37,3 +39,5 @@ void PacManAnimation::pause() {
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animation_position = 0;
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animation_position_delta = 0;
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}
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} // namespace pacman
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@ -1,6 +1,8 @@
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#include "Pellets.hpp"
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#include <algorithm>
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namespace pacman {
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Pellets::Pellets(const Board & board)
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: positions(board.initialPelletPositions()) {}
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@ -11,3 +13,5 @@ bool Pellets::eatPelletAtPosition(GridPosition p) {
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positions.erase(it);
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return true;
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}
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} // namespace pacman
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@ -1,6 +1,8 @@
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#include "SuperPellets.hpp"
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#include <algorithm>
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namespace pacman {
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SuperPellets::SuperPellets(const Board & board)
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: positions(board.initialSuperPelletPositions()) {}
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@ -11,3 +13,5 @@ bool SuperPellets::eatPelletAtPosition(GridPosition p) {
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positions.erase(it);
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return true;
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}
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} // namespace pacman
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@ -6,31 +6,31 @@
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#include <array>
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namespace Atlas {
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namespace pacman::Atlas {
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enum class Ghost {
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enum class Ghost {
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blinky = 2,
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speedy = 3,
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inky = 4,
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clyde = 5,
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};
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};
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constexpr GridPosition pacman_right_wide = { 0, 0 };
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constexpr GridPosition pacman_right_narrow = { 1, 0 };
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constexpr GridPosition pacman_closed = { 2, 0 };
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constexpr GridPosition pacman_left_narrow = { 3, 0 };
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constexpr GridPosition pacman_left_wide = { 4, 0 };
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constexpr GridPosition pacman_up_wide = { 5, 0 };
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constexpr GridPosition pacman_up_narrow = { 6, 0 };
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constexpr GridPosition pacman_down_wide = { 7, 0 };
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constexpr GridPosition pacman_down_narrow = { 8, 0 };
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constexpr GridPosition pacman_right_wide = { 0, 0 };
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constexpr GridPosition pacman_right_narrow = { 1, 0 };
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constexpr GridPosition pacman_closed = { 2, 0 };
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constexpr GridPosition pacman_left_narrow = { 3, 0 };
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constexpr GridPosition pacman_left_wide = { 4, 0 };
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constexpr GridPosition pacman_up_wide = { 5, 0 };
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constexpr GridPosition pacman_up_narrow = { 6, 0 };
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constexpr GridPosition pacman_down_wide = { 7, 0 };
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constexpr GridPosition pacman_down_narrow = { 8, 0 };
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constexpr GridPosition ghost_blue_frightened = { 0, 7 };
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constexpr GridPosition ghost_blue_frightened2 = { 1, 7 };
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constexpr GridPosition ghost_white_frightened = { 2, 7 };
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constexpr GridPosition ghost_white_frightened2 = { 3, 7 };
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constexpr GridPosition ghost_blue_frightened = { 0, 7 };
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constexpr GridPosition ghost_blue_frightened2 = { 1, 7 };
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constexpr GridPosition ghost_white_frightened = { 2, 7 };
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constexpr GridPosition ghost_white_frightened2 = { 3, 7 };
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constexpr GridPosition eyeSprite(Direction direction) {
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constexpr GridPosition eyeSprite(Direction direction) {
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int x = 0;
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switch (direction) {
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case Direction::RIGHT:
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@ -50,9 +50,9 @@ namespace Atlas {
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break;
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}
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return { x, 6 };
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}
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}
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constexpr GridPosition ghostSprite(Ghost ghost, Direction direction, bool alternative) {
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constexpr GridPosition ghostSprite(Ghost ghost, Direction direction, bool alternative) {
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assert(ghost >= Ghost::blinky && ghost <= Ghost::clyde && "Invalid Ghost");
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int y = static_cast<int>(ghost);
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int x = 0;
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@ -76,17 +76,17 @@ namespace Atlas {
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if (alternative)
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x++;
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return { x, y };
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}
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}
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constexpr GridPosition initialFrightened(int animationIndex) {
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constexpr GridPosition initialFrightened(int animationIndex) {
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return (animationIndex % 2) == 0 ? Atlas::ghost_blue_frightened2 : Atlas::ghost_blue_frightened;
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}
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}
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constexpr GridPosition endingFrightened(int animationIndex) {
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constexpr GridPosition endingFrightened(int animationIndex) {
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std::array<GridPosition, 4> positions = { Atlas::ghost_blue_frightened,
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Atlas::ghost_blue_frightened2,
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Atlas::ghost_white_frightened,
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Atlas::ghost_white_frightened2 };
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return positions[animationIndex];
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}
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}
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} // namespace pacman::Atlas
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#include <cstdint>
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#include <vector>
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namespace pacman {
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const std::size_t ROWS = 31;
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const std::size_t COLUMNS = 28;
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@ -23,12 +25,12 @@ public:
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};
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[[nodiscard]] static bool isWalkableForPacMan(GridPosition point);
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[[nodiscard]] static bool isWalkableForGost(GridPosition point, GridPosition origin, bool isEyes) ;
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[[nodiscard]] static bool isInPen(GridPosition point) ;
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[[nodiscard]] static bool isWalkableForGost(GridPosition point, GridPosition origin, bool isEyes);
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[[nodiscard]] static bool isInPen(GridPosition point);
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[[nodiscard]] static std::vector<GridPosition> initialPelletPositions() ;
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[[nodiscard]] static std::vector<GridPosition> initialPelletPositions();
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[[nodiscard]] static std::vector<GridPosition> initialSuperPelletPositions() ;
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[[nodiscard]] static std::vector<GridPosition> initialSuperPelletPositions();
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static Position initialPacManPosition() { return { 13.5, 23 }; }
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ROWS>
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board;
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};
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} // namespace pacman
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@ -4,6 +4,8 @@
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#include "Score.hpp"
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#include <optional>
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namespace pacman {
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class Game;
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class Ghost;
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class PacMan;
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sf::Texture sprites_texture;
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sf::Font game_font;
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};
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} // namespace pacman
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@ -1,5 +1,7 @@
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#pragma once
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namespace pacman {
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enum class Direction {
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NONE,
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LEFT,
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@ -23,3 +25,5 @@ inline Direction oppositeDirection(Direction d) {
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}
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return d;
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}
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} // namespace pacman
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@ -8,6 +8,8 @@
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#include "Score.hpp"
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#include "SuperPellets.hpp"
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namespace pacman {
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class InputState;
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class Game {
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@ -34,3 +36,5 @@ private:
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[[nodiscard]] static auto now();
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};
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} // namespace pacman
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@ -6,6 +6,8 @@
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#include "Board.hpp"
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#include "Position.hpp"
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namespace pacman {
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class Ghost {
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public:
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enum class State {
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public:
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explicit Clyde(const Board & board);
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};
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} // namespace pacman
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@ -1,5 +1,7 @@
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#pragma once
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namespace pacman {
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class InputState {
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public:
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bool close = false;
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bool left = false;
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bool right = false;
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};
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} // namespace pacman
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@ -6,6 +6,8 @@
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#include <chrono>
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namespace pacman {
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class Board;
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class InputState;
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@ -39,3 +41,5 @@ private:
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void updateAnimationPosition(std::chrono::milliseconds time_delta, bool paused);
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void updateMazePosition(std::chrono::milliseconds time_delta, const Board & board);
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};
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} // namespace pacman
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@ -8,6 +8,8 @@
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#include <chrono>
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namespace pacman {
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class PacManAnimation {
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public:
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[[nodiscard]] GridPosition animationFrame(Direction direction) const;
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const GridPosition right_animation[4]{ Atlas::pacman_right_wide, Atlas::pacman_right_narrow, Atlas::pacman_closed, Atlas::pacman_right_narrow };
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const GridPosition up_animation[4]{ Atlas::pacman_up_wide, Atlas::pacman_up_narrow, Atlas::pacman_closed, Atlas::pacman_up_narrow };
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};
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} // namespace pacman
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#include "Board.hpp"
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#include "Position.hpp"
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namespace pacman {
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class Pellets {
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public:
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explicit Pellets(const Board & board);
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const GridPosition sprite = { 1, 9 };
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std::vector<GridPosition> positions;
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};
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} // namespace pacman
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@ -2,6 +2,8 @@
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#include <SFML/Graphics.hpp>
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namespace pacman {
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struct Position {
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double x;
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double y;
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inline bool operator!=(const Position & a, const Position & b) {
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return !(a == b);
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}
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} // namespace pacman
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#pragma once
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namespace pacman {
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struct Score {
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int lives = 0;
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int points = 0;
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int eatenPellets = 0;
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};
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} // namespace pacman
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@ -3,6 +3,8 @@
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#include "Board.hpp"
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#include "Position.hpp"
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namespace pacman {
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class SuperPellets {
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public:
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explicit SuperPellets(const Board & board);
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const GridPosition sprite = { 0, 9 };
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std::vector<GridPosition> positions;
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};
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} // namespace pacman
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#include "Game.hpp"
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int main() {
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Game game;
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pacman::Game game;
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game.run();
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return 0;
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}
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#include <gtest/gtest.h>
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TEST(PacManTest, InitialPosition) {
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Board board;
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PacMan pacMan(board);
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pacman::Board board;
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pacman::PacMan pacMan(board);
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EXPECT_EQ(pacMan.position().x, 13.5);
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EXPECT_EQ(pacMan.position().y, 23);
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}
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