Implement ghost "eaten" behavior and refine fright mechanics
Added a new "eaten" mode for ghosts, including animations, movement strategy, and logic to reset ghosts after being eaten. Adjusted scoring for frightened ghosts using a fright multiplier and introduced enhancements like streamlined direction prioritization and position alignment. Also temporarily disabled non-essential ghosts for testing purposes.
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@ -4,6 +4,7 @@ import lombok.Setter;
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import lombok.extern.slf4j.Slf4j;
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import se.urmo.game.collision.GhostCollisionChecker;
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import se.urmo.game.entities.BaseAnimated;
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import se.urmo.game.entities.ghost.strategy.EatenStrategy;
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import se.urmo.game.entities.ghost.strategy.FearStrategy;
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import se.urmo.game.entities.ghost.strategy.GhostStrategy;
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import se.urmo.game.entities.pacman.PacMan;
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@ -37,6 +38,8 @@ public class Ghost extends BaseAnimated {
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private final BufferedImage[] fearAnimation;
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private final BufferedImage[] baseAnimation;
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private final LevelManager levelManager;
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private final BufferedImage[] eatenAnimation;
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private double speed;
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private MyPoint position;
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private final GhostStrategy scaterStrategy;
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@ -50,6 +53,7 @@ public class Ghost extends BaseAnimated {
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private boolean isBlinking = false;
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@Setter
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private boolean frozen;
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private GhostStrategy eatenStrategy;
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public Ghost(GhostCollisionChecker collisionChecker, GhostStrategy strategy, GhostStrategy scaterStrategy, int animation, LevelManager levelManager) {
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@ -59,6 +63,7 @@ public class Ghost extends BaseAnimated {
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this.scaterStrategy = scaterStrategy;
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this.baseAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(animation);
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this.fearAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(8);
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this.eatenAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(9);
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position = new MyPoint(
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13 * GameMap.MAP_TILESIZE + GameMap.OFFSET_X + ((double) GameMap.MAP_TILESIZE / 2),
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@ -67,6 +72,8 @@ public class Ghost extends BaseAnimated {
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this.currentStrategy = chaseStrategy;
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this.animation = baseAnimation;
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this.levelManager = levelManager;
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this.eatenStrategy = new EatenStrategy();
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this.speed = BASE_SPEED * levelManager.getGhostSpeed();
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}
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public void draw(Graphics g) {
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@ -83,6 +90,11 @@ public class Ghost extends BaseAnimated {
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if (mode == GhostMode.FRIGHTENED) {
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updateInFrightendMode();
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}
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if (mode == GhostMode.EATEN) {
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if (position.asPoint().distance(startPos.asPoint()) < 10) {
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setMode(GhostMode.CHASE);
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}
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}
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updatePosition(pacman, map);
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}
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@ -98,11 +110,12 @@ public class Ghost extends BaseAnimated {
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}
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private void updatePosition(PacMan pacman, GameMap map) {
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if (map.isAligned(new Point((int) position.x, (int) position.y))) {
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if (map.isAligned(position.asPoint())) {
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prevDirection = direction;
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direction = chooseDirection(
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prioritize(collisionChecker.calculateDirectionAlternatives(position)),
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prioritizeDirections(collisionChecker.calculateDirectionAlternatives(position)),
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currentStrategy.chooseTarget(this, pacman, map));
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log.debug("Ghost moving to {}", direction);
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}
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moveTo(getNewPosition());
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@ -122,7 +135,7 @@ public class Ghost extends BaseAnimated {
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}
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private double getSpeed() {
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return BASE_SPEED * levelManager.getGhostSpeed();
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return speed;
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}
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private void moveTo(MyPoint newPosition) {
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@ -140,7 +153,7 @@ public class Ghost extends BaseAnimated {
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* @param directions a list of potential movement directions
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* @return a map where keys are valid directions and values are their associated priority
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*/
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private Map<Direction, Integer> prioritize(List<Direction> directions) {
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private Map<Direction, Integer> prioritizeDirections(List<Direction> directions) {
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return directions.stream()
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.filter(d -> d != Direction.NONE)
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.collect(Collectors.toMap(
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@ -186,6 +199,7 @@ public class Ghost extends BaseAnimated {
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best = d;
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}
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}
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log.debug("Ghost comming from {}, choosing {}, from {} (dist={})", prevDirection, best, directions, bestDist);
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return best;
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}
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@ -195,6 +209,7 @@ public class Ghost extends BaseAnimated {
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case CHASE -> {
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animation = baseAnimation;
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currentStrategy = chaseStrategy;
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speed = BASE_SPEED * levelManager.getGhostSpeed();
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}
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case SCATTER -> currentStrategy = scaterStrategy;
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case FRIGHTENED -> {
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@ -203,7 +218,11 @@ public class Ghost extends BaseAnimated {
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animation = fearAnimation;
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currentStrategy = fearStrategy;
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}
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case EATEN -> currentStrategy = null;
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case EATEN -> {
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//speed = 1.2;
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currentStrategy = eatenStrategy;
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animation = eatenAnimation;
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}
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}
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}
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@ -211,8 +230,9 @@ public class Ghost extends BaseAnimated {
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return mode == GhostMode.FRIGHTENED;
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}
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public void resetPosition() {
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public void reset() {
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position = startPos;
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this.speed = BASE_SPEED * levelManager.getGhostSpeed();
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}
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public Point getPosition() {
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@ -223,4 +243,7 @@ public class Ghost extends BaseAnimated {
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mode = GhostMode.CHASE;
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}
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public boolean isEaten() {
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return mode == GhostMode.EATEN;
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}
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}
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