Ghost refactoring

This commit is contained in:
Urban Modig
2025-09-05 23:22:45 +02:00
parent ebbc82b70e
commit 5f118a75f6
9 changed files with 454 additions and 190 deletions

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package se.urmo.game.entities.ghost;
import lombok.extern.slf4j.Slf4j;
import se.urmo.game.entities.ghost.strategy.GhostStrategy;
import se.urmo.game.entities.pacman.PacMan;
import se.urmo.game.graphics.SpriteLocation;
import se.urmo.game.graphics.SpriteSheetManager;
import se.urmo.game.main.LevelManager;
import se.urmo.game.map.GameMap;
import se.urmo.game.util.Direction;
import se.urmo.game.util.MyPoint;
import java.awt.Point;
import java.awt.image.BufferedImage;
import java.util.List;
import java.util.Map;
import java.util.stream.Collectors;
@Slf4j
public abstract class AbstractGhostModeImpl implements GhostState {
private final Ghost ghost;
protected GhostStrategy strategy;
protected final LevelManager levelManager;
protected int animation;
public AbstractGhostModeImpl(Ghost ghost, GhostStrategy strategy, LevelManager levelManager, int animation) {
this.ghost = ghost;
this.strategy = strategy;
this.levelManager = levelManager;
this.animation = animation;
}
/**
* Update method to be implemented by each mode
*/
public abstract void update(Ghost ghost, PacMan pacman, GameMap map);
public double getSpeed() {
return Ghost.BASE_SPEED * levelManager.getGhostSpeed();
}
@Override
public MyPoint getPosition() {
return ghost.getPosition();
}
@Override
public Direction getDirection() {
return ghost.getDirection();
}
@Override
public BufferedImage[] getAnimation() {
return SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(animation);
}
protected void updatePosition(Ghost ghost, PacMan pacman, GameMap map) {
if (map.isAligned(getPosition().asPoint())) {
ghost.setPrevDirection(getDirection());
ghost.setDirection(chooseDirection(
ghost,
prioritizeDirections(
ghost.getCollisionChecker().calculateDirectionAlternatives(getPosition())),
getStrategy().chooseTarget(ghost, pacman, map)));
log.debug("Ghost moving to {}", getPosition());
}
moveTo(ghost, getNewPosition(getSpeed()));
}
protected GhostStrategy getStrategy() {
return strategy;
}
private MyPoint getNewPosition(double speed) {
MyPoint position = ghost.getPosition();
Direction direction = ghost.getDirection();
return new MyPoint(
position.x + direction.dx * speed,
position.y + direction.dy * speed);
}
private void moveTo(Ghost ghost, MyPoint newPosition) {
MyPoint destination = ghost.getCollisionChecker().canMoveTo(
getDirection(), newPosition.x, newPosition.y);
if (destination != null) {
ghost.setPosition(destination);
}
}
private Map<Direction, Integer> prioritizeDirections(List<Direction> directions) {
return directions.stream()
.filter(d -> d != Direction.NONE)
.collect(Collectors.toMap(
d -> d,
d -> (ghost.getPrevDirection() != null &&
d == ghost.getPrevDirection().opposite()) ? 2 : 1
));
}
private Direction chooseDirection(Ghost ghost, Map<Direction, Integer> options, Point target) {
// Find the lowest priority
int lowestPriority = options.values().stream()
.mapToInt(Integer::intValue)
.min()
.orElse(Integer.MAX_VALUE);
// Collect all directions that have this priority
List<Direction> directions = options.entrySet().stream()
.filter(entry -> entry.getValue() == lowestPriority)
.map(Map.Entry::getKey)
.toList();
// Calculate the direction that has the lowest distance to the target
Direction best = directions.getFirst();
double bestDist = Double.MAX_VALUE;
MyPoint position = getPosition();
for (Direction d : directions) {
double nx = position.x + d.dx * GameMap.MAP_TILESIZE;
double ny = position.y + d.dy * GameMap.MAP_TILESIZE;
double dist = target.distance(nx, ny);
if (dist < bestDist) {
bestDist = dist;
best = d;
}
}
log.debug("Ghost coming from {}, choosing {}, from {} (dist={})",
ghost.getPrevDirection(), best, directions, bestDist);
return best;
}
public void resetPosition() {
ghost.setPosition(Ghost.getStartPosition());
}
}

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package se.urmo.game.entities.ghost;
import lombok.extern.slf4j.Slf4j;
import se.urmo.game.entities.ghost.strategy.GhostStrategy;
import se.urmo.game.entities.pacman.PacMan;
import se.urmo.game.map.GameMap;
@Slf4j
public class ChaseGhostMode extends AbstractGhostModeImpl {
public ChaseGhostMode(Ghost ghost, GhostStrategy strategy) {
super(ghost, strategy, ghost.getLevelManager(), ghost.getAnimation());
}
@Override
public void update(Ghost ghost, PacMan pacman, GameMap map) {
// Use the common position update method with chase strategy
updatePosition(ghost, pacman, map);
}
// @Override
// public void enter(Ghost ghost) {
// }
@Override
public double getSpeed() {
return Ghost.BASE_SPEED * levelManager.getGhostSpeed();
}
}

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package se.urmo.game.entities.ghost;
import lombok.extern.slf4j.Slf4j;
import se.urmo.game.entities.ghost.strategy.EatenStrategy;
import se.urmo.game.entities.pacman.PacMan;
import se.urmo.game.graphics.SpriteLocation;
import se.urmo.game.graphics.SpriteSheetManager;
import se.urmo.game.map.GameMap;
import java.awt.image.BufferedImage;
@Slf4j
public class EatenGhostMode extends AbstractGhostModeImpl {
// Eaten mode specific constants
private static final BufferedImage[] EATEN_ANIMATION = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(9);
private static final double EATEN_SPEED = 1.0; // Faster when eaten
public EatenGhostMode(Ghost ghost) {
super(ghost, new EatenStrategy(), ghost.getLevelManager(), 9);
// Eaten mode uses a specific strategy to return home
}
@Override
public void update(Ghost ghost, PacMan pacman, GameMap map) {
// Check if ghost has reached its starting position
if (getPosition().asPoint().distance(Ghost.getStartPosition().asPoint()) < 10) {
log.debug("Ghost reached home, returning to chase mode");
ghost.setMode(GhostMode.CHASE);
return;
}
// Update position using eaten strategy
updatePosition(ghost, pacman, map);
}
// @Override
// public void enter(Ghost ghost) {}
@Override
public BufferedImage[] getAnimation() {
return EATEN_ANIMATION;
}
@Override
public double getSpeed() {
return EATEN_SPEED;
}
}

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package se.urmo.game.entities.ghost;
import lombok.extern.slf4j.Slf4j;
import se.urmo.game.entities.ghost.strategy.FearStrategy;
import se.urmo.game.entities.pacman.PacMan;
import se.urmo.game.graphics.SpriteLocation;
import se.urmo.game.graphics.SpriteSheetManager;
import se.urmo.game.main.Game;
import se.urmo.game.map.GameMap;
import java.awt.image.BufferedImage;
@Slf4j
public class FrightenedGhostMode extends AbstractGhostModeImpl {
// Frightened mode specific constants
private static final int WARNING_THRESHOLD = 180; // 3 seconds of warning
private static final BufferedImage[] FEAR_ANIMATION = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(8);
private static final int FRIGHTENED_DURATION_TICKS = 10 * Game.UPS_SET;
// Frightened mode specific state
private int frightenedTimer = FRIGHTENED_DURATION_TICKS;
private boolean isBlinking = false;
public FrightenedGhostMode(Ghost ghost) {
super(ghost, new FearStrategy(), ghost.getLevelManager(), 8);
strategy = new FearStrategy();
}
@Override
public void update(Ghost ghost, PacMan pacman, GameMap map) {
updateFrightened(ghost);
updatePosition(ghost, pacman, map);
}
@Override
public BufferedImage[] getAnimation() {
return (isBlinking ? FEAR_ANIMATION : super.getAnimation());
}
@Override
public double getSpeed() {
return 1.0;
}
/**
* Update the frightened state timer and handle blinking animation
*/
private void updateFrightened(Ghost ghost) {
frightenedTimer--;
// Handle blinking animation when timer is running low
if (frightenedTimer <= WARNING_THRESHOLD) {
isBlinking = (frightenedTimer / 25) % 2 == 0;
}
// Check if frightened mode should end
if (frightenedTimer <= 0) {
log.debug("Frightened mode ended");
ghost.setMode(GhostMode.CHASE);
frightenedTimer = FRIGHTENED_DURATION_TICKS;
isBlinking = false;
}
}
// public void enter(Ghost ghost) {
// // Initialize frightened mode-specific state
// log.debug("Entering frightened mode");
// frightenedTimer = FRIGHTENED_DURATION_TICKS;
// isBlinking = false;
// }
/**
* Get the current time remaining in frightened mode (for external queries)
*/
public int getRemainingTime() {
return frightenedTimer;
}
/**
* Reset the frightened timer (for power pellet extensions)
*/
public void resetTimer() {
frightenedTimer = FRIGHTENED_DURATION_TICKS;
isBlinking = false;
}
}

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package se.urmo.game.entities.ghost;
import lombok.extern.slf4j.Slf4j;
import se.urmo.game.entities.pacman.PacMan;
import se.urmo.game.map.GameMap;
@Slf4j
public class FrozenGhostMode extends AbstractGhostModeImpl {
public FrozenGhostMode(Ghost ghost) {
super(ghost, null, ghost.getLevelManager(), ghost.getAnimation());
}
@Override
public void update(Ghost ghost, PacMan pacman, GameMap map) {
// Do not update position - frozen ghosts don't move
}
// @Override
// public void enter(Ghost ghost) {
// log.debug("Entering frozen mode");
// }
}

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@ -1,16 +1,14 @@
package se.urmo.game.entities.ghost; package se.urmo.game.entities.ghost;
import lombok.Getter; import lombok.Getter;
import lombok.Setter;
import lombok.extern.slf4j.Slf4j; import lombok.extern.slf4j.Slf4j;
import se.urmo.game.collision.GhostCollisionChecker; import se.urmo.game.collision.GhostCollisionChecker;
import se.urmo.game.entities.BaseAnimated; import se.urmo.game.entities.BaseAnimated;
import se.urmo.game.entities.ghost.strategy.EatenStrategy;
import se.urmo.game.entities.ghost.strategy.FearStrategy;
import se.urmo.game.entities.ghost.strategy.GhostStrategy; import se.urmo.game.entities.ghost.strategy.GhostStrategy;
import se.urmo.game.entities.pacman.PacMan; import se.urmo.game.entities.pacman.PacMan;
import se.urmo.game.graphics.SpriteLocation; import se.urmo.game.graphics.SpriteLocation;
import se.urmo.game.graphics.SpriteSheetManager; import se.urmo.game.graphics.SpriteSheetManager;
import se.urmo.game.main.Game;
import se.urmo.game.main.GhostManager; import se.urmo.game.main.GhostManager;
import se.urmo.game.main.LevelManager; import se.urmo.game.main.LevelManager;
import se.urmo.game.map.GameMap; import se.urmo.game.map.GameMap;
@ -18,64 +16,69 @@ import se.urmo.game.util.Direction;
import se.urmo.game.util.MyPoint; import se.urmo.game.util.MyPoint;
import java.awt.Graphics; import java.awt.Graphics;
import java.awt.Point;
import java.awt.image.BufferedImage; import java.awt.image.BufferedImage;
import java.util.List; import java.util.EnumMap;
import java.util.Map; import java.util.Map;
import java.util.stream.Collectors;
@Slf4j @Slf4j
public class Ghost extends BaseAnimated { public class Ghost extends BaseAnimated {
private static final double BASE_SPEED = 0.40; public static final double BASE_SPEED = 0.40;
private static final int WARNING_THRESHOLD = 180; // 3 seconds of warning
public static final int GHOST_SIZE = 32; public static final int GHOST_SIZE = 32;
private static final int ANIMATION_UPDATE_FREQUENCY = 25; private static final int ANIMATION_UPDATE_FREQUENCY = 25;
private static final int FRIGHTENED_DURATION_TICKS = 10 * Game.UPS_SET;
private final GhostCollisionChecker collisionChecker;
private final GhostStrategy chaseStrategy;
private final MyPoint startPos;
private static final BufferedImage[] fearAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(8);
private final BufferedImage[] baseAnimation;
private final LevelManager levelManager;
private static final BufferedImage[] eatenAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(9);
private double speed;
@Getter @Getter
private MyPoint position; private final GhostCollisionChecker collisionChecker;
@Getter
private final BufferedImage[] baseAnimation;
@Getter
private final int animation;
@Getter
private final LevelManager levelManager;
@Getter
private final GhostStrategy scaterStrategy; private final GhostStrategy scaterStrategy;
private GhostStrategy currentStrategy; private GhostState currentState;
private BufferedImage[] animation;
private Direction direction; private final Map<GhostMode, GhostState> states = new EnumMap<>(GhostMode.class);
private Direction prevDirection;
private GhostMode mode; // Movement-related state
private final GhostStrategy fearStrategy = new FearStrategy(); @Getter
private int frightenedTimer = 0; @Setter
private boolean isBlinking = false; protected MyPoint position;
private static final GhostStrategy eatenStrategy = new EatenStrategy(); @Getter
@Setter
protected Direction direction;
@Getter
@Setter
protected Direction prevDirection;
@Getter
private static final MyPoint startPosition = new MyPoint(
GameMap.colToScreen(13) + ((double) GameMap.MAP_TILESIZE / 2),
GameMap.rowToScreen(4) + ((double) GameMap.MAP_TILESIZE / 2));
;
public Ghost(GhostCollisionChecker collisionChecker, GhostStrategy chaseStrategy, GhostStrategy scaterStrategy, int animation, LevelManager levelManager) { public Ghost(GhostCollisionChecker collisionChecker, GhostStrategy chaseStrategy, GhostStrategy scaterStrategy, int animation, LevelManager levelManager) {
super(ANIMATION_UPDATE_FREQUENCY, GhostManager.MAX_SPRITE_FRAMES); super(ANIMATION_UPDATE_FREQUENCY, GhostManager.MAX_SPRITE_FRAMES);
this.collisionChecker = collisionChecker; this.collisionChecker = collisionChecker;
this.chaseStrategy = chaseStrategy;
this.scaterStrategy = scaterStrategy; this.scaterStrategy = scaterStrategy;
this.currentStrategy = this.chaseStrategy;
this.baseAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(animation); this.baseAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(animation);
this.animation = animation;
position = new MyPoint(
GameMap.colToScreen(13) + ((double) GameMap.MAP_TILESIZE / 2),
GameMap.rowToScreen(4) + ((double) GameMap.MAP_TILESIZE / 2));
startPos = position;
this.animation = baseAnimation;
this.levelManager = levelManager; this.levelManager = levelManager;
this.speed = BASE_SPEED * levelManager.getGhostSpeed(); states.put(GhostMode.CHASE, new ChaseGhostMode(this, chaseStrategy));
states.put(GhostMode.SCATTER, new ScatterGhostMode(this, scaterStrategy));
states.put(GhostMode.FRIGHTENED, new FrightenedGhostMode(this));
states.put(GhostMode.EATEN, new EatenGhostMode(this));
states.put(GhostMode.FROZEN, new FrozenGhostMode(this));
reset();
} }
public void draw(Graphics g) { public void draw(Graphics g) {
MyPoint position = currentState.getPosition();
g.drawImage( g.drawImage(
animation[aniIndex], currentState.getAnimation()[aniIndex],
(int) position.x - GHOST_SIZE / 2, (int) position.x - GHOST_SIZE / 2,
(int) position.y - GHOST_SIZE / 2, (int) position.y - GHOST_SIZE / 2,
GHOST_SIZE, GHOST_SIZE,
@ -83,162 +86,25 @@ public class Ghost extends BaseAnimated {
} }
public void update(PacMan pacman, GameMap map) { public void update(PacMan pacman, GameMap map) {
switch (mode) { currentState.update(this, pacman, map);
case FRIGHTENED -> {
updateInFrightendMode();
updatePosition(pacman, map);
}
case EATEN -> {
if (position.asPoint().distance(startPos.asPoint()) < 10) {
setMode(GhostMode.CHASE);
}
updatePosition(pacman, map);
}
case FROZEN -> {
}
default -> updatePosition(pacman, map);
}
}
private void updateInFrightendMode() {
frightenedTimer--;
if (frightenedTimer <= WARNING_THRESHOLD) {
isBlinking = (frightenedTimer / 25) % 2 == 0;
animation = isBlinking ? fearAnimation : baseAnimation;
}
if (frightenedTimer <= 0) {
setMode(GhostMode.CHASE);
}
}
private void updatePosition(PacMan pacman, GameMap map) {
if (map.isAligned(position.asPoint())) {
prevDirection = direction;
direction = chooseDirection(
prioritizeDirections(collisionChecker.calculateDirectionAlternatives(position)),
currentStrategy.chooseTarget(this, pacman, map));
log.debug("Ghost moving to {}", direction);
}
moveTo(getNewPosition());
}
/**
* Given a position and a direction - calculate the new position
* Moves one pixel in the given direction
*
* @return new position
*/
private MyPoint getNewPosition() {
return new MyPoint(
position.x + direction.dx * getSpeed(),
position.y + direction.dy * getSpeed());
}
private void moveTo(MyPoint newPosition) {
MyPoint destination = collisionChecker.canMoveTo(direction, newPosition.x, newPosition.y);
if (destination != null) {
position = destination;
}
}
/**
* Creates a map of directions and their associated priority values based on the given list of directions.
* Directions with a value of {@code Direction.NONE} are excluded. If a direction is opposite to the
* previous direction, it is given a higher priority value.
*
* @param directions a list of potential movement directions
* @return a map where keys are valid directions and values are their associated priority
*/
private Map<Direction, Integer> prioritizeDirections(List<Direction> directions) {
return directions.stream()
.filter(d -> d != Direction.NONE)
.collect(Collectors.toMap(
d -> d,
d -> (prevDirection != null && d == prevDirection.opposite()) ? 2 : 1
));
}
/**
* Selects the best movement direction for the ghost based on priority and distance to the target.
* The method evaluates the directions with the lowest priority value and chooses the one that
* minimizes the distance to the target point.
*
* @param options a map where keys represent potential movement directions and values
* represent their associated priority levels
* @param target the target point towards which the direction is evaluated
* @return the direction that has the lowest priority and minimizes the distance to the target
*/
private Direction chooseDirection(Map<Direction, Integer> options, Point target) {
// Find the lowest priority
int lowestPriority = options.values().stream()
.mapToInt(Integer::intValue)
.min()
.orElse(Integer.MAX_VALUE);
// Collect all directions that have this priority
List<Direction> directions = options.entrySet().stream()
.filter(entry -> entry.getValue() == lowestPriority)
.map(Map.Entry::getKey)
.toList();
// Calculate the direction that has the lowest distance to the target
Direction best = directions.getFirst();
double bestDist = Double.MAX_VALUE;
for (Direction d : directions) {
double nx = position.x + d.dx * GameMap.MAP_TILESIZE;
double ny = position.y + d.dy * GameMap.MAP_TILESIZE;
double dist = target.distance(nx, ny);
if (dist < bestDist) {
bestDist = dist;
best = d;
}
}
log.debug("Ghost comming from {}, choosing {}, from {} (dist={})", prevDirection, best, directions, bestDist);
return best;
} }
public void setMode(GhostMode mode) { public void setMode(GhostMode mode) {
this.mode = mode; currentState = states.get(mode);
switch (mode) { //currentState.enter(this);
case CHASE -> {
animation = baseAnimation;
currentStrategy = chaseStrategy;
speed = BASE_SPEED * levelManager.getGhostSpeed();
}
case SCATTER -> currentStrategy = scaterStrategy;
case FRIGHTENED -> {
frightenedTimer = FRIGHTENED_DURATION_TICKS;
isBlinking = false;
animation = fearAnimation;
currentStrategy = fearStrategy;
}
case EATEN -> {
speed = 1.0;
currentStrategy = eatenStrategy;
animation = eatenAnimation;
}
case FROZEN -> {/* Do nothing */}
}
}
private double getSpeed() {
return this.speed;
} }
public boolean isFrightened() { public boolean isFrightened() {
return mode == GhostMode.FRIGHTENED; return states.get(GhostMode.FRIGHTENED) == currentState;
}
public void reset() {
position = startPos;
this.speed = BASE_SPEED * levelManager.getGhostSpeed();
} }
public boolean isEaten() { public boolean isEaten() {
return mode == GhostMode.EATEN; return states.get(GhostMode.EATEN) == currentState;
}
public void reset() {
currentState = states.get(GhostMode.CHASE);
//currentState.enter(this);
((ChaseGhostMode) currentState).resetPosition();
} }
} }

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@ -0,0 +1,19 @@
package se.urmo.game.entities.ghost;
import se.urmo.game.entities.pacman.PacMan;
import se.urmo.game.map.GameMap;
import se.urmo.game.util.Direction;
import se.urmo.game.util.MyPoint;
import java.awt.image.BufferedImage;
public interface GhostState {
void update(Ghost ghost, PacMan pacman, GameMap map);
//void enter(Ghost ghost);
MyPoint getPosition();
Direction getDirection();
BufferedImage[] getAnimation();
}

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@ -0,0 +1,55 @@
package se.urmo.game.entities.ghost;
import lombok.extern.slf4j.Slf4j;
import se.urmo.game.entities.ghost.strategy.GhostStrategy;
import se.urmo.game.entities.pacman.PacMan;
import se.urmo.game.map.GameMap;
@Slf4j
public class ScatterGhostMode extends AbstractGhostModeImpl {
// Time in scatter mode before returning to chase
private static final int SCATTER_DURATION = 7 * 60; // 7 seconds at 60 ticks/second
private int scatterTimer = 0;
public ScatterGhostMode(Ghost ghost, GhostStrategy scaterStrategy) {
super(ghost, scaterStrategy, ghost.getLevelManager(), ghost.getAnimation());
}
@Override
public void update(Ghost ghost, PacMan pacman, GameMap map) {
// Update scatter timer
updateScatterTimer(ghost);
// Use common position update with scatter strategy
updatePosition(ghost, pacman, map);
}
@Override
public double getSpeed() {
return Ghost.BASE_SPEED * levelManager.getGhostSpeed();
}
private void updateScatterTimer(Ghost ghost) {
scatterTimer--;
if (scatterTimer <= 0) {
log.debug("Scatter mode timed out, returning to chase");
ghost.setMode(GhostMode.CHASE);
scatterTimer = SCATTER_DURATION;
}
}
// @Override
// public void enter(Ghost ghost) {
// log.debug("Entering scatter mode");
//
// // Initialize scatter mode timer
// scatterTimer = SCATTER_DURATION;
// }
/**
* Reset the scatter timer (for extending scatter mode)
*/
public void resetTimer() {
scatterTimer = SCATTER_DURATION;
}
}

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@ -106,11 +106,11 @@ public class GameMap {
int col = screenToCol(screenX); int col = screenToCol(screenX);
int tileY = (screenY - OFFSET_Y) % MAP_TILESIZE; int tileY = (screenY - OFFSET_Y) % MAP_TILESIZE;
int tileX = (screenX - OFFSET_X) % MAP_TILESIZE; int tileX = (screenX - OFFSET_X) % MAP_TILESIZE;
log.trace("Point[x={},y={}] is row={}, col={} with reminder x={},y={}", screenX, screenY, row, col, tileX, tileY); //log.trace("Point[x={},y={}] is row={}, col={} with reminder x={},y={}", screenX, screenY, row, col, tileX, tileY);
boolean[][] mask = mapData[row][col].getCollisionMask(); boolean[][] mask = mapData[row][col].getCollisionMask();
boolean b = mask == null || !mask[tileY][tileX]; boolean b = mask == null || !mask[tileY][tileX];
log.trace(b ? " - passable" : " - not passable"); //log.trace(b ? " - passable" : " - not passable");
return b; return b;
} }
@ -124,7 +124,7 @@ public class GameMap {
if (row >= rows() || row < 0) return true; if (row >= rows() || row < 0) return true;
MapTile mapTile = mapData[row][col]; MapTile mapTile = mapData[row][col];
boolean solid = mapTile.isSolid(); boolean solid = mapTile.isSolid();
log.debug("[{}][{}] {}", row, col, mapTile.getTileType()); //log.debug("[{}][{}] {}", row, col, mapTile.getTileType());
return solid; return solid;
} }
@ -144,7 +144,7 @@ public class GameMap {
TileType type = tile.getTileType(); TileType type = tile.getTileType();
if (type.isRemovable() && tile.getImage() != null) { if (type.isRemovable() && tile.getImage() != null) {
log.debug("Removing tile {}", tile); // log.debug("Removing tile {}", tile);
tile.setImage(null); tile.setImage(null);
return true; return true;
} }