pacman/lib/Atlas.hpp
2021-07-05 11:33:02 +02:00

92 lines
2.4 KiB
C++

#pragma once
#include "Direction.hpp"
#include "Position.hpp"
#include "assert.h"
#include <array>
namespace Atlas {
enum class Ghost {
blinky = 2,
speedy = 3,
inky = 4,
clyde = 5,
};
constexpr PositionInt pacman_right_wide = { 0, 0 };
constexpr PositionInt pacman_right_narrow = { 1, 0 };
constexpr PositionInt pacman_closed = { 2, 0 };
constexpr PositionInt pacman_left_narrow = { 3, 0 };
constexpr PositionInt pacman_left_wide = { 4, 0 };
constexpr PositionInt pacman_up_wide = { 5, 0 };
constexpr PositionInt pacman_up_narrow = { 6, 0 };
constexpr PositionInt pacman_down_wide = { 7, 0 };
constexpr PositionInt pacman_down_narrow = { 8, 0 };
constexpr PositionInt ghost_blue_frightened = { 0, 7 };
constexpr PositionInt ghost_blue_frightened2 = { 1, 7 };
constexpr PositionInt ghost_white_frightened = { 2, 7 };
constexpr PositionInt ghost_white_frightened2 = { 3, 7 };
constexpr PositionInt eyeSprite(Direction direction) {
int x = 0;
switch (direction) {
case Direction::RIGHT:
x = 0;
break;
case Direction::DOWN:
x = 2;
break;
case Direction::LEFT:
x = 4;
break;
case Direction::UP:
x = 6;
break;
default:
x = 0;
break;
}
return { x, 6 };
}
constexpr PositionInt ghostSprite(Ghost ghost, Direction direction, bool alternative) {
assert(ghost >= Ghost::blinky && ghost <= Ghost::clyde && "Invalid Ghost");
int y = static_cast<int>(ghost);
int x = 0;
switch (direction) {
case Direction::RIGHT:
x = 0;
break;
case Direction::DOWN:
x = 2;
break;
case Direction::LEFT:
x = 4;
break;
case Direction::UP:
x = 6;
break;
default:
x = 0;
break;
}
if (alternative)
x++;
return { x, y };
}
constexpr PositionInt initialFrightened(int animationIndex) {
return (animationIndex % 2) == 0 ? Atlas::ghost_blue_frightened2 : Atlas::ghost_blue_frightened;
}
constexpr PositionInt endingFrightened(int animationIndex) {
std::array<PositionInt, 4> positions = { Atlas::ghost_blue_frightened,
Atlas::ghost_blue_frightened2,
Atlas::ghost_white_frightened,
Atlas::ghost_white_frightened2 };
return positions[animationIndex];
}
}