#include "Ghost.hpp" #include #include #include namespace pacman { Ghost::Ghost(Atlas::Ghost spriteSet) : spriteSet(spriteSet) { } void Ghost::frighten() { if (state > State::Scatter) return; direction = oppositeDirection(direction); state = State::Frightened; timeFrighten = {}; } bool Ghost::isFrightened() const { return state == State::Frightened; } bool Ghost::isEyes() const { return state == State::Eyes; } void Ghost::die() { if (state == State::Eyes) return; direction = oppositeDirection(direction); state = State::Eyes; timeFrighten = {}; timeChase = {}; } void Ghost::reset() { pos = initialPosition(); state = State::Scatter; timeFrighten = {}; timeChase = {}; } GridPosition Ghost::currentSprite() const { switch (state) { default: return Atlas::ghostSprite(spriteSet, direction, (animationIndex % 2) == 0); case State::Eyes: return Atlas::eyeSprite(direction); case State::Frightened: if (timeFrighten.count() < 3500) return Atlas::initialFrightened(animationIndex); else return Atlas::endingFrightened(animationIndex); } } Position Ghost::position() const { return pos; } GridPosition Ghost::positionInGrid() const { return positionToGridPosition(pos); } void Ghost::update(std::chrono::milliseconds time_delta, const GameState & gameState) { if (state == State::Eyes && isInPen()) state = State::Scatter; if (state == State::Frightened) { 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(timeChase)); if (newState != state) { direction = oppositeDirection(direction); state = newState; } } updateAnimation(time_delta); updatePosition(time_delta, gameState); } bool Ghost::isInPen() const { return pacman::isInPen(positionInGrid()); } void Ghost::updatePosition(std::chrono::milliseconds time_delta, const GameState & gameState) { updateDirection(gameState); double position_delta = (0.004 * time_delta.count()) * speed(gameState); switch (direction) { case Direction::NONE: break; case Direction::LEFT: pos.x -= position_delta; pos.y = round(pos.y); break; case Direction::RIGHT: pos.x += position_delta; pos.y = round(pos.y); break; case Direction::UP: pos.x = round(pos.x); pos.y -= position_delta; break; case Direction::DOWN: pos.x = round(pos.x); pos.y += position_delta; break; } if (isPortal(positionInGrid(), direction)) { pos = gridPositionToPosition(teleport(positionInGrid())); } } /* * Each time a ghost finds itself at an intersection, * it picks a target position - the specific target depends on the state * of the ghost and the specific ghost. * * For each 4 cells around the current ghost position the straight-line distance * to the target is calculated (this ignores all obstacles, including walls) * * The ghost then selects among these 4 cells the one with the shortest euclidean distance to the target. * If a cell is a wall or would cause a ghost to move in the opposite direction, the distance to the target * from that cell is considered infinite (due to the shape of the maze, there is always one direction * a ghost can take). * * In the scatter state, each ghost tries to reach an unreachable position outside of the map. * This makes ghosts run in circle around the island at each of the 4 map corner. */ void Ghost::updateDirection(const GameState & gameState) { const auto current_grid_position = positionInGrid(); if (current_grid_position == last_grid_position) return; struct Move { Direction direction; Position position; double distance_to_target = std::numeric_limits::infinity(); }; const Position current_position = { double(current_grid_position.x), double(current_grid_position.y) }; const auto [x, y] = current_position; std::array possible_moves = { Move{ Direction::UP, { x, y - 1 } }, Move{ Direction::LEFT, { x - 1, y } }, Move{ Direction::DOWN, { x, y + 1 } }, Move{ Direction::RIGHT, { x + 1, y } } }; 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; const bool opposite_direction = (move.direction == oppositeDirection(direction)); if (opposite_direction) continue; const GridPosition grid_position = { size_t(move.position.x), size_t(move.position.y) }; const bool can_walk = isWalkableForGhost(grid_position, current_grid_position, isEyes()); if (!can_walk) continue; move.distance_to_target = std::hypot(move.position.x - target_position.x, move.position.y - target_position.y); } const auto optimal_move = std::min_element(possible_moves.begin(), possible_moves.end(), [](const auto & a, const auto & b) { return a.distance_to_target < b.distance_to_target; }); const auto& move = *optimal_move; direction = move.direction; last_grid_position = current_grid_position; } void Ghost::updateAnimation(std::chrono::milliseconds time_delta) { timeForAnimation += time_delta.count(); if (timeForAnimation >= 250) { timeForAnimation = 0; animationIndex = (animationIndex + 1) % 4; } } /* * Ghosts alternate between the scatter and chase states at * specific intervals */ Ghost::State Ghost::defaultStateAtDuration(std::chrono::seconds seconds) { // 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 spent in chase/scatter states auto it = std::upper_bound(std::begin(changes), std::end(changes), seconds.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