129 lines
3 KiB
C++
129 lines
3 KiB
C++
#include "Game.hpp"
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#include <chrono>
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constexpr int DEFAULT_LIVES = 3;
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constexpr int NORMAL_PELLET_POINTS = 10;
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constexpr int POWER_PELLET_POINTS = 50;
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constexpr int GHOST_POINTS = 200;
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Game::Game()
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: pacMan(board),
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pellets(board),
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superPellets(board),
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ghosts(Blinky(board), Speedy(board), Inky(board), Clyde(board)) {
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score.lives = DEFAULT_LIVES;
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}
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auto Game::now() {
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return std::chrono::system_clock::now();
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}
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void Game::run() {
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const std::chrono::milliseconds delta_time(1000 / 60);
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std::chrono::milliseconds t(0);
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std::chrono::milliseconds accumulator(0);
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auto current_time = now();
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InputState inputState;
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while (true) {
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auto newTime = now();
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auto frameTime = std::chrono::duration_cast<std::chrono::milliseconds>(newTime - current_time);
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current_time = newTime;
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accumulator += frameTime;
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processEvents(inputState);
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if (inputState.close)
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return;
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while (accumulator >= delta_time) {
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step(delta_time, inputState);
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accumulator -= delta_time;
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t += delta_time;
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}
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canvas.update(*this);
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}
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}
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void Game::step(std::chrono::milliseconds delta, InputState inputState) {
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pacMan.update(delta, inputState, board);
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if (timeSinceDeath.count() != 0) {
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timeSinceDeath += delta;
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}
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if (timeSinceDeath.count() > 1000) {
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std::apply([&](auto &... ghost) {
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(ghost.reset(), ...);
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},
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ghosts);
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pacMan.reset(board);
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timeSinceDeath = std::chrono::milliseconds(0);
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}
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if (timeSinceDeath.count())
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return;
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if (!pacMan.onTheMove())
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return;
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std::apply([&](auto &... ghost) {
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(ghost.update(delta, board), ...);
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(checkCollision(ghost), ...);
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},
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ghosts);
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eatPellets();
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}
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void Game::checkCollision(Ghost & g) {
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if (timeSinceDeath.count() || g.isEyes())
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return;
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if (g.positionInGrid() != pacMan.positionInGrid())
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return;
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if (g.isFrightened()) {
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g.eat();
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score.points += GHOST_POINTS;
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} else {
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pacMan.eat();
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score.lives--;
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timeSinceDeath = std::chrono::milliseconds(1);
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}
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}
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void Game::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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std::apply([&](auto &... ghost) {
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(ghost.frighten(), ...);
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},
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ghosts);
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}
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}
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void Game::processEvents(InputState & inputState) {
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auto event = canvas.pollEvent();
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if (event && event->type == sf::Event::Closed) {
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inputState.close = true;
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return;
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}
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inputState.down = inputState.up = inputState.left = inputState.right = false;
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inputState.down = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down);
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inputState.up = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up);
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inputState.left = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left);
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inputState.right = sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right);
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}
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