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.
This commit is contained in:
@ -1,5 +1,7 @@
|
||||
package se.urmo.game.util;
|
||||
|
||||
import java.awt.Point;
|
||||
|
||||
public class MyPoint {
|
||||
public final double x;
|
||||
public final double y;
|
||||
@ -9,6 +11,10 @@ public class MyPoint {
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public Point asPoint() {
|
||||
return new Point((int) x, (int) y);
|
||||
}
|
||||
|
||||
@Override
|
||||
public String toString() {
|
||||
return "MyPoint{" +
|
||||
|
||||
Reference in New Issue
Block a user