Rudimentary colisioncheck
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@ -27,6 +27,7 @@ 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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@Getter
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private Point position;
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@ -50,7 +51,7 @@ public class Ghost {
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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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this.currentStrategy = chaseStrategy;
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}
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@ -195,4 +196,11 @@ public class Ghost {
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}
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}
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public boolean isFrightened() {
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return false;
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}
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public void resetPosition() {
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position = startPos;
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}
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}
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@ -22,6 +22,7 @@ public class PacMan {
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private static final int COLLISION_BOX_SIZE = 16;
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private static final int COLLISION_BOX_OFFSET = (PACMAN_SIZE - COLLISION_BOX_SIZE) / 2;
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private final Game game;
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private final Point startPosition;
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private int aniTick = 0;
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private int aniIndex = 0;
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private static final int ANIMATION_UPDATE_FREQUENCY = 10;
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@ -39,9 +40,10 @@ public class PacMan {
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public PacMan(Game game, CollisionChecker collisionChecker) {
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this.game = game;
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this.collisionChecker = collisionChecker;
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position = new Point(
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this.position = new Point(
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26 * GameMap.MAP_TILESIZE + GameMap.OFFSET_X,
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13 * GameMap.MAP_TILESIZE + GameMap.OFFSET_Y + (GameMap.MAP_TILESIZE / 2));
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this.startPosition = this.position;
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loadAnimation();
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}
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@ -115,4 +117,16 @@ public class PacMan {
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public Point getTilePosition() {
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return position;
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}
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public double distanceTo(Point point) {
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return position.distance(point);
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}
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public void loseLife() {
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}
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public void resetPosition() {
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position = startPosition;
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}
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}
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@ -20,6 +20,7 @@ public class PlayingState implements GameState {
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private PacMan pacman;
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@Getter
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private GameMap map;
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private int score;
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public PlayingState(Game game, GameStateManager gameStateManager) {
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this.game = game;
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@ -33,6 +34,7 @@ public class PlayingState implements GameState {
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public void update() {
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pacman.update();
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ghostManager.update(pacman, map);
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checkCollisions();
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}
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@Override
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@ -62,4 +64,21 @@ public class PlayingState implements GameState {
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pacman.setMoving(false);
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pacman.setDirection(Direction.NONE);
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}
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private void checkCollisions() {
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for (Ghost ghost : ghostManager.getGhosts()) {
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double dist = pacman.distanceTo(ghost.getPosition());
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if (dist < GameMap.MAP_TILESIZE / 2.0) {
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if (ghost.isFrightened()) {
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// Pac-Man eats ghost
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score += 200;
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ghost.resetPosition();
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} else {
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// Pac-Man loses a life
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pacman.loseLife();
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pacman.resetPosition();
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}
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}
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}
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}
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}
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