Refactored Ghost positioning and speed - now uses Double x,y
This commit is contained in:
@ -1,6 +1,7 @@
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package se.urmo.game.collision;
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import lombok.extern.slf4j.Slf4j;
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import se.urmo.game.entities.MyPoint;
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import se.urmo.game.map.GameMap;
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import se.urmo.game.map.MapTile;
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import se.urmo.game.util.Direction;
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@ -17,18 +18,20 @@ public class GhostCollisionChecker {
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this.map = map;
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}
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public List<Direction> calculateDirectionAlternatives(Point position) {
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List<Direction> intersection = map.directionAlternatives(position);
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public List<Direction> calculateDirectionAlternatives(MyPoint position) {
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List<Direction> intersection = map.directionAlternatives((int) position.x, (int) position.y);
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log.info("Possible travel directions: {}", intersection);
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return intersection;
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}
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public Point canMoveTo(Direction dir, Point pos) {
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public MyPoint canMoveTo(Direction dir, double x, double y) {
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// -1 is because else we endup in next tile
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Point pp = new Point(pos.x + dir.dx * (GameMap.MAP_TILESIZE/2 - 1), pos.y + dir.dy * (GameMap.MAP_TILESIZE/2 -1) );
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//Point pp = new Point((int) (x + dir.dx * (GameMap.MAP_TILESIZE/2 - 1)), (int) (y + dir.dy * (GameMap.MAP_TILESIZE/2 -1)));
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return ! map.isSolid(pp) ? pos : null;
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return ! map.isSolidXY(
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(int) (x) + dir.dx * (GameMap.MAP_TILESIZE/2 - 1),
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(int) (y) + dir.dy * (GameMap.MAP_TILESIZE/2 - 1)) ? new MyPoint(x,y) : null;
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}
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}
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@ -14,7 +14,8 @@ public class FearStrategy implements GhostStrategy {
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public Point chooseTarget(Ghost ghost, PacMan pacman, GameMap map) {
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// Frightened ghosts do not target Pacman.
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// Instead, they pick a random adjacent valid tile.
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List<Direction> neighbors = map.directionAlternatives(ghost.getPosition());
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Point ghostPos = ghost.getPosition();
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List<Direction> neighbors = map.directionAlternatives(ghostPos.x, ghostPos.y);
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if (neighbors.isEmpty()) {
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return ghost.getPosition(); // stuck
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@ -21,9 +21,9 @@ import java.util.stream.Collectors;
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@Slf4j
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public class Ghost {
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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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private static final int COLLISION_BOX_SIZE = 16;
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private static final int GHOST_MOVEMENT_UPDATE_FREQUENCY = 2;
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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 COLLISION_BOX_OFFSET = COLLISION_BOX_SIZE / 2;
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@ -32,11 +32,12 @@ public class Ghost {
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private final GhostCollisionChecker collisionChecker;
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private final GhostStrategy chaseStrategy;
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private final Point startPos;
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private final MyPoint startPos;
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private final BufferedImage[] fearAnimation;
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private final BufferedImage[] baseAnimation;
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@Getter
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private Point position;
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//@Getter
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//private Point position;
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private MyPoint position2;
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private boolean moving = true;
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private int aniTick = 0;
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@ -53,18 +54,17 @@ public class Ghost {
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private boolean isBlinking = false;
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public Ghost(GhostCollisionChecker collisionChecker, GhostStrategy strategy, GhostStrategy scaterStrategy, int animation) {
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this.collisionChecker = collisionChecker;
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this.chaseStrategy = strategy;
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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.baseAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(animation);
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this.fearAnimation = SpriteSheetManager.get(SpriteLocation.GHOST).getAnimation(8);
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position = new Point(
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13 * GameMap.MAP_TILESIZE + GameMap.OFFSET_X + (GameMap.MAP_TILESIZE / 2),
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4 * GameMap.MAP_TILESIZE + GameMap.OFFSET_Y + (GameMap.MAP_TILESIZE / 2) );
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startPos = position;
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position2 = new MyPoint(
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13 * GameMap.MAP_TILESIZE + GameMap.OFFSET_X + ((double) GameMap.MAP_TILESIZE / 2),
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4 * GameMap.MAP_TILESIZE + GameMap.OFFSET_Y + ((double) GameMap.MAP_TILESIZE / 2));
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startPos = position2;
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this.currentStrategy = chaseStrategy;
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this.animation = baseAnimation;
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}
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@ -72,13 +72,13 @@ public class Ghost {
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public void draw(Graphics g) {
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g.drawImage(
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animation[aniIndex],
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position.x - GHOST_SIZE / 2,
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position.y - GHOST_SIZE / 2,
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(int) (position2.x - GHOST_SIZE / 2),
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(int) (position2.y - GHOST_SIZE / 2),
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GHOST_SIZE,
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GHOST_SIZE, null);
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g.drawImage(COLLISION_BOX,
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position.x - COLLISION_BOX_OFFSET,
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position.y - COLLISION_BOX_OFFSET,
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(int) (position2.x - COLLISION_BOX_OFFSET),
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(int) (position2.y - COLLISION_BOX_OFFSET),
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COLLISION_BOX_SIZE,
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COLLISION_BOX_SIZE, null);
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}
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@ -103,21 +103,19 @@ public class Ghost {
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}
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private void updatePosition(PacMan pacman, GameMap map) {
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// only move ghost on update interval - this is basically ghost speed;
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if (movementTick >= GHOST_MOVEMENT_UPDATE_FREQUENCY) {
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if (map.isAligned(position)) {
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//log.info("Evaluating possible directions");
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if (map.isAligned(new Point((int) position2.x, (int) position2.y))) {
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log.info("Evaluating possible directions");
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prevDirection = direction;
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direction = chooseDirection(
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prioritize(collisionChecker.calculateDirectionAlternatives(position)),
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prioritize(collisionChecker.calculateDirectionAlternatives(position2)),
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currentStrategy.chooseTarget(this, pacman, map));
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//log.info("selecting direction {}", direction);
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log.info("selecting direction {}", direction);
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}
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moveTo(getNewPosition());
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movementTick = 0;
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} else movementTick++;
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}
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/**
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@ -126,20 +124,22 @@ public class Ghost {
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*
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* @return new position
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*/
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private Point getNewPosition() {
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Point point = new Point(
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position.x + direction.dx,
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position.y + direction.dy);
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//log.debug("Next position {}", point);
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return point;
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private MyPoint getNewPosition() {
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return new MyPoint(
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position2.x + direction.dx * getSpeed(),
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position2.y + direction.dy * getSpeed());
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}
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private void moveTo(Point newPosition) {
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Point destination = collisionChecker.canMoveTo(direction, newPosition);
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private double getSpeed() {
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return BASE_SPEED * 0.75;
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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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log.info("Moving to {} from {}. Destination: {}", direction, position2, newPosition);
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if (destination != null) {
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position = destination;
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position2 = destination;
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}
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}
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@ -170,8 +170,8 @@ public class Ghost {
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double bestDist = Double.MAX_VALUE;
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for (Direction d : directions) {
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int nx = position.x + d.dx * GameMap.MAP_TILESIZE;
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int ny = position.y + d.dy * GameMap.MAP_TILESIZE;
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int nx = (int) position2.x + d.dx * GameMap.MAP_TILESIZE;
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int ny = (int) position2.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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@ -218,6 +218,10 @@ public class Ghost {
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}
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public void resetPosition() {
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position = startPos;
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position2 = startPos;
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}
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public Point getPosition() {
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return new Point((int) position2.x, (int) position2.y);
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}
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}
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@ -94,8 +94,8 @@ public class GameMap {
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return b;
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}
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public boolean isSolid(Point pos) {
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return isSolid(screenToRow(pos), screenToCol(pos));
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public boolean isSolidXY(int screenX, int screenY) {
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return isSolid(screenToRow(screenY), screenToCol(screenX));
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}
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@ -198,9 +198,9 @@ public class GameMap {
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}
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public List<Direction> directionAlternatives(Point screen) {
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int row = (screen.y - GameMap.OFFSET_Y) / GameMap.MAP_TILESIZE;
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int col = (screen.x - GameMap.OFFSET_X) / GameMap.MAP_TILESIZE;
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public List<Direction> directionAlternatives(int screenX, int screenY) {
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int row = (screenY - GameMap.OFFSET_Y) / GameMap.MAP_TILESIZE;
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int col = (screenX - GameMap.OFFSET_X) / GameMap.MAP_TILESIZE;
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record DirectionCheck(int rowOffset, int colOffset, Direction direction) {}
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log.debug("At [{}][{}]", row, col);
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