179 lines
4.7 KiB
C++
179 lines
4.7 KiB
C++
#include "Ghost.hpp"
|
|
#include <array>
|
|
#include <cmath>
|
|
|
|
Ghost::Ghost(Atlas::Ghost spritesSet, Position startingPosition, Position scatterTarget)
|
|
: spritesSet(spritesSet),
|
|
pos(startingPosition),
|
|
startingPosition(startingPosition),
|
|
scatterTarget(scatterTarget) {
|
|
}
|
|
|
|
void Ghost::frighten() {
|
|
if (state > State::Scatter)
|
|
return;
|
|
direction = oppositeDirection(direction);
|
|
state = State::Frightened;
|
|
timeFrighten = 0;
|
|
}
|
|
|
|
bool Ghost::isFrightened() const {
|
|
return state == State::Frightened;
|
|
}
|
|
|
|
bool Ghost::isEyes() const {
|
|
return state == State::Eyes;
|
|
}
|
|
|
|
void Ghost::eat() {
|
|
if (state == State::Eyes)
|
|
return;
|
|
direction = oppositeDirection(direction);
|
|
state = State::Eyes;
|
|
timeFrighten = 0;
|
|
timeChase = 0;
|
|
}
|
|
|
|
void Ghost::reset() {
|
|
pos = startingPosition;
|
|
}
|
|
|
|
[[nodiscard]] PositionInt Ghost::currentSprite() const {
|
|
switch (state) {
|
|
default:
|
|
return Atlas::ghostSprite(spritesSet, direction, (animationIndex % 2) == 0);
|
|
case State::Eyes:
|
|
return Atlas::eyeSprite(direction);
|
|
case State::Frightened:
|
|
if (timeFrighten < 3500)
|
|
return Atlas::initialFrightened(animationIndex);
|
|
else
|
|
return Atlas::endingFrightened(animationIndex);
|
|
}
|
|
}
|
|
|
|
Position Ghost::position() const {
|
|
return pos;
|
|
}
|
|
|
|
Position Ghost::positionInGrid() const {
|
|
return { std::round(pos.x), std::round(pos.y) };
|
|
}
|
|
|
|
void Ghost::update(std::chrono::milliseconds time_delta, const Board & board) {
|
|
if (state == State::Eyes && isInPen(board))
|
|
state = State::Scatter;
|
|
|
|
if (state == State::Frightened) {
|
|
timeFrighten += time_delta.count();
|
|
if (timeFrighten > 6000)
|
|
state = State::Scatter;
|
|
}
|
|
|
|
updateAnimation(time_delta);
|
|
updatePosition(time_delta, board);
|
|
}
|
|
|
|
bool Ghost::isInPen(const Board & board) const {
|
|
return board.isInPen(positionInGrid());
|
|
}
|
|
|
|
void Ghost::updatePosition(std::chrono::milliseconds time_delta, const Board & board) {
|
|
updateDirection(board);
|
|
|
|
float position_delta = (0.004 * time_delta.count()) * speed();
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
double Ghost::speed() const {
|
|
if (state == State::Eyes)
|
|
return 2;
|
|
if (state == State::Frightened)
|
|
return 0.5;
|
|
return 0.75;
|
|
}
|
|
|
|
void Ghost::updateDirection(const Board & board) {
|
|
auto cell = positionInGrid();
|
|
if (cell == lastIntersection)
|
|
return;
|
|
|
|
struct NewDirection {
|
|
Direction direction;
|
|
Position position;
|
|
double distance;
|
|
};
|
|
|
|
auto [x, y] = cell;
|
|
std::array<NewDirection, 4> directions = { { NewDirection{ Direction::UP, { x, y - 1 }, 0 },
|
|
NewDirection{ Direction::LEFT, { x - 1, y }, 0 },
|
|
NewDirection{ Direction::DOWN, { x, y + 1 }, 0 },
|
|
NewDirection{ Direction::RIGHT, { x + 1, y }, 0 } } };
|
|
const Position target = this->target(board);
|
|
|
|
for (auto && d : directions) {
|
|
d.distance = (d.direction != oppositeDirection(direction) && board.isWalkableForGost(d.position, cell, state == State::Eyes)) ? std::hypot(d.position.x - target.x, d.position.y - target.y)
|
|
: std::numeric_limits<double>::infinity();
|
|
}
|
|
|
|
auto it = std::min_element(directions.begin(), directions.end(), [](const auto & a, const auto & b) {
|
|
return a.distance < b.distance;
|
|
});
|
|
|
|
lastIntersection = cell;
|
|
direction = it->direction;
|
|
}
|
|
|
|
Position Ghost::target(const Board & board) const {
|
|
if (state == State::Eyes)
|
|
return startingPosition;
|
|
|
|
if (board.isInPen(positionInGrid()))
|
|
return board.penDoorPosition();
|
|
|
|
return scatterTarget;
|
|
}
|
|
|
|
void Ghost::updateAnimation(std::chrono::milliseconds time_delta) {
|
|
timeForAnimation += time_delta.count();
|
|
if (timeForAnimation >= 250) {
|
|
timeForAnimation = 0;
|
|
animationIndex = (animationIndex + 1) % 4;
|
|
}
|
|
}
|
|
|
|
Blinky::Blinky(const Board & board)
|
|
: Ghost(Atlas::Ghost::blinky, board.initialBlinkyPosition(), board.blinkyScatterTarget()) {
|
|
}
|
|
|
|
Speedy::Speedy(const Board & board)
|
|
: Ghost(Atlas::Ghost::speedy, board.initialSpeedyPosition(), board.speedyScatterTarget()) {
|
|
}
|
|
|
|
Inky::Inky(const Board & board)
|
|
: Ghost(Atlas::Ghost::inky, board.initialInkyPosition(), board.inkyScatterTarget()) {
|
|
}
|
|
|
|
Clyde::Clyde(const Board & board)
|
|
: Ghost(Atlas::Ghost::clyde, board.initialClydePosition(), board.clydeScatterTarget()) {
|
|
}
|