pacman/lib/Ghost.cpp

180 lines
4.8 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]] GridPosition 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;
}
GridPosition Ghost::positionInGrid() const {
return { int(std::round(pos.x)), int(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);
double 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;
GridPosition 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()) {
}