pacman/lib/Game.cpp

82 lines
2.0 KiB
C++

#include "Game.hpp"
#include <chrono>
constexpr int DEFAULT_LIVES = 3;
constexpr int NORMAL_PELLET_POINTS = 10;
constexpr int POWER_PELLET_POINTS = 50;
//constexpr int GHOST_POINTS[] = {200, 400, 800, 1600};
Game::Game()
: pacMan(board),
pellets(board),
superPellets(board)
{
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 ) {
pacMan.update(delta_time, inputState, board);
eatPellets();
accumulator -= delta_time;
t += delta_time;
}
canvas.update(pacMan, pellets, superPellets, score);
}
}
void Game::eatPellets() {
const auto pos = pacMan.positionInGrid();
if(pellets.eatPelletAtPosition(pos)) {
score.eatenPellets++;
score.points += NORMAL_PELLET_POINTS;
}
if(superPellets.eatPelletAtPosition(pos)) {
score.eatenPellets++;
score.points += POWER_PELLET_POINTS;
}
}
void Game::processEvents(InputState & inputState) {
auto event = canvas.pollEvent();
if (event && event->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);
}