pacman/lib/PacMan.cpp

118 lines
3.1 KiB
C++

#include "PacMan.hpp"
#include <cmath>
namespace pacman {
PacMan::PacMan(const Board & board)
: pos(Board::initialPacManPosition()) {}
GridPosition PacMan::currentSprite() const {
return eaten ? pacManAnimation.deathAnimationFrame(direction) : pacManAnimation.animationFrame(direction);
}
Position PacMan::position() const {
return pos;
}
GridPosition PacMan::positionInGrid() const {
return { int(std::round(pos.x)), int(std::round(pos.y)) };
}
void PacMan::eat() {
if (eaten)
return;
eaten = true;
direction = Direction::NONE;
}
void PacMan::reset(const Board & b) {
eaten = false;
direction = Direction::NONE;
pos = b.initialPacManPosition();
}
void PacMan::update(std::chrono::milliseconds time_delta, InputState state, const Board & board) {
if (eaten) {
updateAnimationPosition(time_delta, false);
return;
}
const auto old = pos;
setDirection(state);
updateMazePosition(time_delta, board);
const bool paused = pos == old;
updateAnimationPosition(time_delta, paused);
}
void PacMan::setDirection(const InputState & state) {
if (state.left)
desired_direction = Direction::LEFT;
else if (state.right)
desired_direction = Direction::RIGHT;
else if (state.up)
desired_direction = Direction::UP;
else if (state.down)
desired_direction = Direction::DOWN;
}
void PacMan::updateAnimationPosition(std::chrono::milliseconds time_delta, bool paused) {
if (paused) {
pacManAnimation.pause();
} else {
pacManAnimation.updateAnimationPosition(time_delta, eaten);
}
}
void PacMan::updateMazePosition(std::chrono::milliseconds time_delta, const Board & board) {
double position_delta = 0.004 * time_delta.count();
auto cellAtPosition = [&](Position point, double position_delta, Direction direction) {
switch (direction) {
case Direction::LEFT:
return GridPosition{ int(point.x - position_delta), int(point.y) };
case Direction::RIGHT:
return GridPosition{ int(point.x) + 1, int(point.y) };
case Direction::UP:
return GridPosition{ int(point.x), int(point.y - position_delta) };
case Direction::DOWN:
return GridPosition{ int(point.x), int(point.y) + 1 };
case Direction::NONE:
default:
return positionInGrid();
}
};
// Handle teleport
if (pos.x >= COLUMNS - 1 && direction == Direction::RIGHT) {
pos.x = -1;
} else if (pos.x <= 0 && direction == Direction::LEFT) {
pos.x = COLUMNS;
} else if (board.isWalkableForPacMan(cellAtPosition(pos, position_delta, desired_direction))) {
direction = desired_direction;
}
if (board.isWalkableForPacMan(cellAtPosition(pos, position_delta, direction))) {
switch (direction) {
case Direction::NONE:
break;
case Direction::LEFT:
pos.x -= position_delta;
pos.y = floor(pos.y);
break;
case Direction::RIGHT:
pos.x += position_delta;
pos.y = floor(pos.y);
break;
case Direction::UP:
pos.x = floor(pos.x);
pos.y -= position_delta;
break;
case Direction::DOWN:
pos.x = floor(pos.x);
pos.y += position_delta;
break;
}
}
}
} // namespace pacman