Deathanimation working
This commit is contained in:
@ -1,5 +1,6 @@
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package se.urmo.game.entities.ghost;
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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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@ -13,10 +14,8 @@ import se.urmo.game.map.GameMap;
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import se.urmo.game.state.GhostManager;
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import se.urmo.game.state.LevelManager;
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import se.urmo.game.util.Direction;
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import se.urmo.game.util.MiscUtil;
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import se.urmo.game.util.MyPoint;
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import java.awt.Color;
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import java.awt.Graphics;
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import java.awt.Point;
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import java.awt.image.BufferedImage;
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@ -49,6 +48,8 @@ public class Ghost extends BaseAnimated {
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private final GhostStrategy fearStrategy = new FearStrategy();
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private int frightenedTimer = 0;
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private boolean isBlinking = false;
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@Setter
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private boolean frozen;
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public Ghost(GhostCollisionChecker collisionChecker, GhostStrategy strategy, GhostStrategy scaterStrategy, int animation, LevelManager levelManager) {
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@ -78,7 +79,7 @@ public class Ghost extends BaseAnimated {
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}
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public void update(PacMan pacman, GameMap map) {
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//updateAnimationTick();
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if (frozen) return;
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if (mode == GhostMode.FRIGHTENED) {
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updateInFrightendMode();
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}
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@ -223,4 +224,5 @@ public class Ghost extends BaseAnimated {
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public void resetModes() {
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mode = GhostMode.CHASE;
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}
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}
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@ -14,10 +14,15 @@ import se.urmo.game.util.MyPoint;
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import java.awt.*;
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import java.awt.image.BufferedImage;
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import java.util.Arrays;
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import java.util.stream.Stream;
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@Slf4j
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public class PacMan extends BaseAnimated {
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private enum PacmanState {
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ALIVE, DYING, DEAD
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}
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public static final int PACMAN_SIZE = 32;
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public static final int PACMAN_OFFSET = PACMAN_SIZE / 2;
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private static final int COLLISION_BOX_SIZE = 16;
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@ -26,7 +31,7 @@ public class PacMan extends BaseAnimated {
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private static final int ANIMATION_UPDATE_FREQUENCY = 10;
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private static final double BASE_SPEED = 0.40;
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private boolean moving = false;
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private final BufferedImage[][] spriteSheets;
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private final BufferedImage[][] spriteSheets;// [row][col]
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private MyPoint position;
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private final CollisionChecker collisionChecker;
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private final LevelManager levelManager;
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@ -35,6 +40,16 @@ public class PacMan extends BaseAnimated {
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private Direction direction = Direction.NONE;
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private double pacmanLevelSpeed;
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private static BufferedImage[] deathFramesBase; // original, flattened [0..7]
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private BufferedImage[] deathFrames; // working copy
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private long lastChangeNs;
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private static final long FRAME_NS = 80_000_000L; // 80 ms
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// animation state
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@Setter
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private PacmanState state = PacmanState.ALIVE;
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private int deathFrameIdx = 0;
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public PacMan(CollisionChecker collisionChecker, LevelManager levelManager) {
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super(ANIMATION_UPDATE_FREQUENCY, 4);
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this.collisionChecker = collisionChecker;
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@ -43,13 +58,19 @@ public class PacMan extends BaseAnimated {
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26 * GameMap.MAP_TILESIZE + GameMap.OFFSET_X,
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13 * GameMap.MAP_TILESIZE + GameMap.OFFSET_Y + ((double) GameMap.MAP_TILESIZE / 2));
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this.startPosition = this.position;
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this.spriteSheets = loadAnimation();
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Sprites spriteSheets1 = loadAnimation();
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this.spriteSheets = spriteSheets1.spriteSheets;
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this.deathFramesBase = spriteSheets1.deathFrames;
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this.pacmanLevelSpeed = this.levelManager.getPacmanLevelSpeed();
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}
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private BufferedImage[][] loadAnimation() {
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record Sprites(BufferedImage[][] spriteSheets, BufferedImage[] deathFrames) {
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}
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private Sprites loadAnimation() {
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BufferedImage[][] image = new BufferedImage[3][4];
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BufferedImage[][] spriteMap = new BufferedImage[6][4];
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BufferedImage[] deathFrames;
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BufferedImage img = LoadSave.GetSpriteAtlas("sprites/PacManAssets-PacMan.png");
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for (int row = 0; row < 3; row++) {
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@ -59,7 +80,7 @@ public class PacMan extends BaseAnimated {
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}
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spriteMap[Direction.RIGHT.ordinal()] = image[0];
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spriteMap[Direction.LEFT.ordinal()] = Arrays.stream(image[0])
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.map(i -> LoadSave.rotate(i, 180))
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.map(i -> LoadSave.rotate(i, Direction.LEFT.angel))
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.toArray(BufferedImage[]::new);
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spriteMap[Direction.DOWN.ordinal()] = Arrays.stream(image[0])
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.map(i -> LoadSave.rotate(i, 90))
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@ -67,22 +88,64 @@ public class PacMan extends BaseAnimated {
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spriteMap[Direction.UP.ordinal()] = Arrays.stream(image[0])
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.map(i -> LoadSave.rotate(i, 270))
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.toArray(BufferedImage[]::new);
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spriteMap[4] = image[1];
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spriteMap[5] = image[2];
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return spriteMap;
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deathFrames = Stream.concat(Arrays.stream(image[1]), Arrays.stream(image[2]))
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.toArray(BufferedImage[]::new);
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return new Sprites(spriteMap, deathFrames);
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}
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public void draw(Graphics g) {
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g.drawImage(
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spriteSheets[direction == Direction.NONE ? 0 : direction.ordinal()][aniIndex],
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(int) position.x - PACMAN_OFFSET,
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(int) position.y - PACMAN_OFFSET,
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PACMAN_SIZE,
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PACMAN_SIZE, null);
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switch (state) {
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case ALIVE -> drawAlive(g);
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case DYING -> drawDead(g);
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}
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}
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private void drawAlive(Graphics g) {
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if (state != PacmanState.ALIVE) return; // ignore if not dying/dead
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g.drawImage(
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spriteSheets[direction == Direction.NONE ? 0 : direction.ordinal()][aniIndex],
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(int) position.x - PACMAN_OFFSET,
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(int) position.y - PACMAN_OFFSET,
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PACMAN_SIZE,
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PACMAN_SIZE, null);
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}
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private void drawDead(Graphics g) {
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if (state == PacmanState.ALIVE) return; // ignore if not dying/dead
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g.drawImage(
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deathFrames[deathFrameIdx],
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(int) position.x - PACMAN_OFFSET,
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(int) position.y - PACMAN_OFFSET,
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PACMAN_SIZE,
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PACMAN_SIZE,
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null
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);
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}
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public void update() {
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if(moving) {
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switch (state) {
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case ALIVE -> updateAlive();
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case DYING -> updateDead();
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}
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}
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private void updateDead() {
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if (state != PacmanState.DYING) return;
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long now = System.nanoTime();
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while (now - lastChangeNs >= FRAME_NS && deathFrameIdx < deathFramesBase.length - 1) {
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deathFrameIdx++;
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lastChangeNs += FRAME_NS; // carry over exact cadence
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}
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}
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private void updateAlive() {
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if (state != PacmanState.ALIVE) return;
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if (moving) {
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MyPoint mpoint = switch (direction) {
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case RIGHT -> new MyPoint(position.x + getSpeed(), position.y);
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case LEFT -> new MyPoint(position.x - getSpeed(), position.y);
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@ -99,6 +162,21 @@ public class PacMan extends BaseAnimated {
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}
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}
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// called by PlayingState when collision (non-frightened)
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public void startDeathAnimation() {
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log.info("Starting death animation");
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state = PacmanState.DYING;
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deathFrameIdx = 0;
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lastChangeNs = System.nanoTime(); // reset stopwatch right now
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deathFrames = Arrays.stream(deathFramesBase)
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.map(img -> LoadSave.rotate(img, direction.angel))
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.toArray(BufferedImage[]::new);
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}
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public boolean isDeathDone() {
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return state == PacmanState.DEAD;
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}
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private double getSpeed() {
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return BASE_SPEED * pacmanLevelSpeed;
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}
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@ -114,6 +192,8 @@ public class PacMan extends BaseAnimated {
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public void reset() {
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resetPosition();
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aniIndex = 0; // reset animation to start
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state = PacmanState.ALIVE;
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deathFrameIdx = 0;
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}
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public Image getLifeIcon() {
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@ -1,6 +1,7 @@
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package se.urmo.game.state;
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import lombok.Getter;
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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.ghost.strategy.BlinkyStrategy;
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@ -41,6 +42,7 @@ public class GhostManager {
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5000, 20000, // scatter 5s, chase 20s
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5000, Integer.MAX_VALUE // scatter 5s, then chase forever
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};
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private boolean frozen;
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public GhostManager(GhostCollisionChecker ghostCollisionChecker, AnimationManager animationManager, LevelManager levelManager) {
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this.levelManager = levelManager;
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@ -64,6 +66,7 @@ public class GhostManager {
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}
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public void update(PacMan pacman, GameMap map) {
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long now = System.currentTimeMillis();
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if (phaseIndex < cycleDurations.length) {
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int duration = cycleDurations[phaseIndex];
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@ -97,4 +100,8 @@ public class GhostManager {
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setMode(GhostMode.SCATTER);
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ghosts.forEach(Ghost::resetPosition);
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}
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public void setFrozen(boolean frozen) {
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this.ghosts.forEach(ghost -> ghost.setFrozen(frozen));
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}
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}
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@ -88,22 +88,19 @@ public class PlayingState implements GameState {
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case LIFE_LOST -> {
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// Freeze, then reset round (keep dot state)
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if (phaseElapsed() >= LIFE_LOST_MS) {
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pacman.reset();
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deathInProgress = false;
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resetAfterLifeLost();
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ghostManager.setFrozen(false);
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setPhase(RoundPhase.READY);
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if (lives <= 0) {
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endGame();
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}
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}
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pacman.update();
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}
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}
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}
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private void resetAfterLifeLost() {
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pacman.reset(); // to start tile, direction stopped
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ghostManager.reset(); // to house
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}
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private void advanceLevel() {
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levelManager.nextLevel();
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map.reset();
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@ -142,8 +139,8 @@ public class PlayingState implements GameState {
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@Override
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public void render(Graphics2D g) {
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map.draw(g);
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pacman.draw(g);
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ghostManager.draw(g);
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pacman.draw(g);
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fruitManager.draw(g);
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drawUI(g);
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@ -215,6 +212,8 @@ public class PlayingState implements GameState {
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ghost.resetPosition();
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ghost.setMode(GhostMode.CHASE); // end frightend
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} else {
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ghostManager.setFrozen(true);
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pacman.startDeathAnimation();
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deathInProgress = true;
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// Pac-Man loses a life
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lives--;
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@ -1,18 +1,20 @@
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package se.urmo.game.util;
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public enum Direction {
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RIGHT(1, 0),
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LEFT(-1, 0),
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DOWN(0, 1),
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UP(0, -1),
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NONE(0, 0);
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RIGHT(1, 0, 0),
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LEFT(-1, 0 , 180),
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DOWN(0, 1, 90),
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UP(0, -1, 270),
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NONE(0, 0, 0);
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public final int dx;
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public final int dy;
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public final int angel;
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Direction(int dx, int dy) {
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Direction(int dx, int dy, int angel) {
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this.dx = dx;
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this.dy = dy;
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this.angel = angel;
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}
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public Direction opposite() {
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