pacman/lib/Game.cpp

131 lines
3.0 KiB
C++

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