Ghost refactoring
This commit is contained in:
@ -1,16 +1,14 @@
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package se.urmo.game.entities.ghost;
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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.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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import se.urmo.game.graphics.SpriteLocation;
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import se.urmo.game.graphics.SpriteSheetManager;
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import se.urmo.game.main.Game;
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import se.urmo.game.main.GhostManager;
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import se.urmo.game.main.LevelManager;
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import se.urmo.game.map.GameMap;
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@ -18,64 +16,69 @@ import se.urmo.game.util.Direction;
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import se.urmo.game.util.MyPoint;
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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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import java.util.List;
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import java.util.EnumMap;
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import java.util.Map;
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import java.util.stream.Collectors;
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@Slf4j
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public class Ghost extends BaseAnimated {
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private static final double BASE_SPEED = 0.40;
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private static final int WARNING_THRESHOLD = 180; // 3 seconds of warning
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public static final double BASE_SPEED = 0.40;
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public static final int GHOST_SIZE = 32;
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private static final int ANIMATION_UPDATE_FREQUENCY = 25;
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private static final int FRIGHTENED_DURATION_TICKS = 10 * Game.UPS_SET;
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private final GhostCollisionChecker collisionChecker;
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private final GhostStrategy chaseStrategy;
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private final MyPoint startPos;
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private static final BufferedImage[] fearAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(8);
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private final BufferedImage[] baseAnimation;
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private final LevelManager levelManager;
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private static final BufferedImage[] eatenAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(9);
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private double speed;
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@Getter
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private MyPoint position;
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private final GhostCollisionChecker collisionChecker;
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@Getter
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private final BufferedImage[] baseAnimation;
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@Getter
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private final int animation;
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@Getter
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private final LevelManager levelManager;
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@Getter
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private final GhostStrategy scaterStrategy;
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private GhostStrategy currentStrategy;
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private BufferedImage[] animation;
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private Direction direction;
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private Direction prevDirection;
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private GhostMode mode;
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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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private static final GhostStrategy eatenStrategy = new EatenStrategy();
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private GhostState currentState;
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private final Map<GhostMode, GhostState> states = new EnumMap<>(GhostMode.class);
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// Movement-related state
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@Getter
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@Setter
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protected MyPoint position;
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@Getter
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@Setter
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protected Direction direction;
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@Getter
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@Setter
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protected Direction prevDirection;
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@Getter
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private static final MyPoint startPosition = new MyPoint(
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GameMap.colToScreen(13) + ((double) GameMap.MAP_TILESIZE / 2),
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GameMap.rowToScreen(4) + ((double) GameMap.MAP_TILESIZE / 2));
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;
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public Ghost(GhostCollisionChecker collisionChecker, GhostStrategy chaseStrategy, GhostStrategy scaterStrategy, int animation, LevelManager levelManager) {
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super(ANIMATION_UPDATE_FREQUENCY, GhostManager.MAX_SPRITE_FRAMES);
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this.collisionChecker = collisionChecker;
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this.chaseStrategy = chaseStrategy;
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this.scaterStrategy = scaterStrategy;
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this.currentStrategy = this.chaseStrategy;
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this.baseAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(animation);
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position = new MyPoint(
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GameMap.colToScreen(13) + ((double) GameMap.MAP_TILESIZE / 2),
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GameMap.rowToScreen(4) + ((double) GameMap.MAP_TILESIZE / 2));
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startPos = position;
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this.animation = baseAnimation;
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this.animation = animation;
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this.levelManager = levelManager;
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this.speed = BASE_SPEED * levelManager.getGhostSpeed();
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states.put(GhostMode.CHASE, new ChaseGhostMode(this, chaseStrategy));
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states.put(GhostMode.SCATTER, new ScatterGhostMode(this, scaterStrategy));
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states.put(GhostMode.FRIGHTENED, new FrightenedGhostMode(this));
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states.put(GhostMode.EATEN, new EatenGhostMode(this));
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states.put(GhostMode.FROZEN, new FrozenGhostMode(this));
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reset();
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}
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public void draw(Graphics g) {
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MyPoint position = currentState.getPosition();
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g.drawImage(
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animation[aniIndex],
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currentState.getAnimation()[aniIndex],
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(int) position.x - GHOST_SIZE / 2,
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(int) position.y - GHOST_SIZE / 2,
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GHOST_SIZE,
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@ -83,162 +86,25 @@ public class Ghost extends BaseAnimated {
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}
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public void update(PacMan pacman, GameMap map) {
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switch (mode) {
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case FRIGHTENED -> {
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updateInFrightendMode();
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updatePosition(pacman, map);
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}
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case 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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updatePosition(pacman, map);
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}
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case FROZEN -> {
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}
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default -> updatePosition(pacman, map);
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}
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}
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private void updateInFrightendMode() {
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frightenedTimer--;
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if (frightenedTimer <= WARNING_THRESHOLD) {
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isBlinking = (frightenedTimer / 25) % 2 == 0;
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animation = isBlinking ? fearAnimation : baseAnimation;
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}
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if (frightenedTimer <= 0) {
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setMode(GhostMode.CHASE);
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}
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}
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private void updatePosition(PacMan pacman, GameMap map) {
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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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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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}
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/**
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* Given a position and a direction - calculate the new position
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* Moves one pixel in the given direction
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*
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* @return new position
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*/
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private MyPoint getNewPosition() {
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return new MyPoint(
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position.x + direction.dx * getSpeed(),
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position.y + direction.dy * getSpeed());
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}
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private void moveTo(MyPoint newPosition) {
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MyPoint destination = collisionChecker.canMoveTo(direction, newPosition.x, newPosition.y);
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if (destination != null) {
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position = destination;
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}
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}
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/**
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* Creates a map of directions and their associated priority values based on the given list of directions.
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* Directions with a value of {@code Direction.NONE} are excluded. If a direction is opposite to the
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* previous direction, it is given a higher priority value.
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*
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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> 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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d -> d,
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d -> (prevDirection != null && d == prevDirection.opposite()) ? 2 : 1
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));
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}
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/**
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* Selects the best movement direction for the ghost based on priority and distance to the target.
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* The method evaluates the directions with the lowest priority value and chooses the one that
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* minimizes the distance to the target point.
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*
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* @param options a map where keys represent potential movement directions and values
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* represent their associated priority levels
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* @param target the target point towards which the direction is evaluated
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* @return the direction that has the lowest priority and minimizes the distance to the target
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*/
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private Direction chooseDirection(Map<Direction, Integer> options, Point target) {
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// Find the lowest priority
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int lowestPriority = options.values().stream()
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.mapToInt(Integer::intValue)
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.min()
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.orElse(Integer.MAX_VALUE);
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// Collect all directions that have this priority
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List<Direction> directions = options.entrySet().stream()
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.filter(entry -> entry.getValue() == lowestPriority)
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.map(Map.Entry::getKey)
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.toList();
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// Calculate the direction that has the lowest distance to the target
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Direction best = directions.getFirst();
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double bestDist = Double.MAX_VALUE;
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for (Direction d : directions) {
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double nx = position.x + d.dx * GameMap.MAP_TILESIZE;
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double ny = position.y + d.dy * GameMap.MAP_TILESIZE;
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double dist = target.distance(nx, ny);
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if (dist < bestDist) {
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bestDist = dist;
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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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currentState.update(this, pacman, map);
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}
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public void setMode(GhostMode mode) {
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this.mode = mode;
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switch (mode) {
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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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frightenedTimer = FRIGHTENED_DURATION_TICKS;
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isBlinking = false;
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animation = fearAnimation;
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currentStrategy = fearStrategy;
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}
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case EATEN -> {
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speed = 1.0;
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currentStrategy = eatenStrategy;
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animation = eatenAnimation;
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}
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case FROZEN -> {/* Do nothing */}
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}
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}
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private double getSpeed() {
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return this.speed;
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currentState = states.get(mode);
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//currentState.enter(this);
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}
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public boolean isFrightened() {
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return mode == GhostMode.FRIGHTENED;
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}
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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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return states.get(GhostMode.FRIGHTENED) == currentState;
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}
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public boolean isEaten() {
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return mode == GhostMode.EATEN;
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return states.get(GhostMode.EATEN) == currentState;
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}
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public void reset() {
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currentState = states.get(GhostMode.CHASE);
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//currentState.enter(this);
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((ChaseGhostMode) currentState).resetPosition();
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}
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}
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