105 lines
2.4 KiB
C++
105 lines
2.4 KiB
C++
#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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pacManAI.update(pacMan, pellets);
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pacMan.update(delta, inputState.enableAI ? pacManAI.suggestedDirection() : 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.setTarget(pacMan.position());
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blinky.update(delta);
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pinky.setTarget(pacMan.positionInGrid(), pacMan.currentDirection());
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pinky.update(delta);
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inky.setTarget(pacMan.positionInGrid(), pacMan.currentDirection(), blinky.positionInGrid());
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inky.update(delta);
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fruit.update(delta, score.eatenPellets);
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checkCollision(blinky);
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checkCollision(pinky);
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checkCollision(inky);
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eatPellets();
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eatFruit();
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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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// TODO: hitboxes based collision
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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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pacMan.reset();
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pacManAI.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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}
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}
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void GameState::eatFruit() {
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const auto pos = pacMan.positionInGrid();
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const auto fruitpos = positionToGridPosition(fruit.position());
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// TODO: hitboxes based collision
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if (fruit.isVisible() && pos == fruitpos) {
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score.points += fruit.eat();
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score.eatenFruits++;
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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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} // namespace pacman
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