Make a ghost pen
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a0780c7a8c
commit
79506d218e
3 changed files with 36 additions and 21 deletions
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@ -6,6 +6,7 @@
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// 2 - nothing
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// 2 - nothing
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// 3 - door
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// 3 - door
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// 4 - superpower
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// 4 - superpower
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// 5 - pen doors
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static const uint8_t board[ROWS][COLUMNS] = {
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static const uint8_t board[ROWS][COLUMNS] = {
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// 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7
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// 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7
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@ -21,10 +22,10 @@ static const uint8_t board[ROWS][COLUMNS] = {
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 9
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 9
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 10
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 10
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 11
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 11
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 3, 3, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 12
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 5, 5, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 12
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 13
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 2, 2, 2, 2, 2, 2, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 13
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{ 3, 2, 2, 2, 2, 2, 1, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 1, 2, 2, 2, 2, 2, 3 }, // 14
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{ 3, 2, 2, 2, 2, 2, 1, 2, 2, 2, 0, 2, 2, 2, 2, 2, 2, 0, 2, 2, 2, 1, 2, 2, 2, 2, 2, 3 }, // 14
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 15
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 2, 2, 2, 2, 2, 2, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 15
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 16
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 16
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 17
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 17
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 18
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{ 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 18
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@ -48,23 +49,35 @@ Board::Board() {
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board_state[row][column] = board[row][column];
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board_state[row][column] = board[row][column];
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}
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}
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bool Board::isWalkable(Position point, float position_delta, Direction direction) const {
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bool Board::isWalkableForPacMan(Position point, float d, Direction direction) const {
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return isWalkable(point, d, direction, true);
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}
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bool Board::isWalkableForGhost(Position point, float d, Direction direction) const {
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return isWalkable(point, d, direction, false);
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}
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bool Board::isWalkable(Position point, float position_delta, Direction direction, bool pacman) const {
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if (point.x <= 0 || point.x >= COLUMNS - 1)
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if (point.x <= 0 || point.x >= COLUMNS - 1)
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return true;
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return true;
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switch (direction) {
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auto cellAtPosition = [&](Position point, float position_delta, Direction direction) {
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case Direction::LEFT:
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switch (direction) {
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return board_state[int(point.y)][int(point.x - position_delta)] != 0;
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case Direction::LEFT:
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case Direction::RIGHT:
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return board_state[int(point.y)][int(point.x - position_delta)];
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return board_state[int(point.y)][int(point.x) + 1] != 0;
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case Direction::RIGHT:
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case Direction::UP:
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return board_state[int(point.y)][int(point.x) + 1];
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return board_state[int(point.y - position_delta)][int(point.x)] != 0;
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case Direction::UP:
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case Direction::DOWN:
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return board_state[int(point.y - position_delta)][int(point.x)];
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return board_state[int(point.y) + 1][int(point.x)] != 0;
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case Direction::DOWN:
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case Direction::NONE:
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return board_state[int(point.y) + 1][int(point.x)];
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default:
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case Direction::NONE:
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return true;
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default:
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}
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return uint8_t(0);
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}
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};
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auto cell = cellAtPosition(point, position_delta, direction);
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return pacman ? cell != 0 : cell != 0 && cell != 5;
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}
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}
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std::vector<PositionInt> Board::initialPelletPositions() const {
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std::vector<PositionInt> Board::initialPelletPositions() const {
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@ -14,7 +14,8 @@ class Board {
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public:
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public:
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Board();
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Board();
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[[nodiscard]] bool isWalkable(Position point, float d, Direction direction) const;
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[[nodiscard]] bool isWalkableForPacMan(Position point, float d, Direction direction) const;
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[[nodiscard]] bool isWalkableForGhost(Position point, float d, Direction direction) const;
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[[nodiscard]] std::vector<PositionInt> initialPelletPositions() const;
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[[nodiscard]] std::vector<PositionInt> initialPelletPositions() const;
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@ -23,5 +24,6 @@ public:
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static Position initialPacManPosition() { return { 14, 23 }; }
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static Position initialPacManPosition() { return { 14, 23 }; }
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private:
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private:
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[[nodiscard]] bool isWalkable(Position point, float d, Direction direction, bool pacman) const;
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uint8_t board_state[ROWS][COLUMNS]{};
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uint8_t board_state[ROWS][COLUMNS]{};
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};
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};
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@ -55,11 +55,11 @@ void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Boar
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pos.x = COLUMNS;
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pos.x = COLUMNS;
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}
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}
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else if (board.isWalkable(pos, position_delta, desired_direction)) {
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else if (board.isWalkableForPacMan(pos, position_delta, desired_direction)) {
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direction = desired_direction;
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direction = desired_direction;
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}
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}
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if (board.isWalkable(pos, position_delta, direction)) {
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if (board.isWalkableForPacMan(pos, position_delta, direction)) {
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switch (direction) {
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switch (direction) {
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case Direction::NONE:
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case Direction::NONE:
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break;
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break;
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