Implemented frightmode

This commit is contained in:
Urban Modig
2025-08-29 13:28:09 +02:00
parent 09e0396cc3
commit f001cf0a41
6 changed files with 129 additions and 64 deletions

View File

@ -0,0 +1,32 @@
package se.urmo.game.entities;
import se.urmo.game.map.GameMap;
import se.urmo.game.util.Direction;
import java.awt.Point;
import java.util.List;
import java.util.Random;
public class FearStrategy implements GhostStrategy {
private final Random random = new Random();
@Override
public Point chooseTarget(Ghost ghost, PacMan pacman, GameMap map) {
// Frightened ghosts do not target Pacman.
// Instead, they pick a random adjacent valid tile.
List<Direction> neighbors = map.directionAlternatives(ghost.getPosition());
if (neighbors.isEmpty()) {
return ghost.getPosition(); // stuck
}
//Transform directions to actual Points
List<Point> potentialTargets = neighbors.stream()
.map(d -> new Point(
ghost.getPosition().x + d.dx * GameMap.MAP_TILESIZE,
ghost.getPosition().y + d.dy * GameMap.MAP_TILESIZE)).toList();
// Pick a random valid neighbor
return potentialTargets.get(random.nextInt(neighbors.size()));
}
}

View File

@ -3,6 +3,7 @@ package se.urmo.game.entities;
import lombok.Getter;
import lombok.extern.slf4j.Slf4j;
import se.urmo.game.collision.GhostCollisionChecker;
import se.urmo.game.main.Game;
import se.urmo.game.map.GameMap;
import se.urmo.game.state.GhostManager;
import se.urmo.game.util.Direction;
@ -18,16 +19,20 @@ import java.util.stream.Collectors;
@Slf4j
public class Ghost {
private static final int WARNING_THRESHOLD = 180; // 3 seconds of warning
private static final int COLLISION_BOX_SIZE = 16;
private static final int GHOST_MOVEMENT_UPDATE_FREQUENCY = 2;
public static final int GHOST_SIZE = 32;
private static final int ANIMATION_UPDATE_FREQUENCY = 25;
private static final int COLLISION_BOX_OFFSET = COLLISION_BOX_SIZE / 2;
private static final BufferedImage COLLISION_BOX = MiscUtil.createOutlinedBox(COLLISION_BOX_SIZE, COLLISION_BOX_SIZE, Color.black, 2);
private static final int FRIGHTENED_DURATION_TICKS = 10 * Game.UPS_SET;
private final GhostCollisionChecker collisionChecker;
private final GhostStrategy chaseStrategy;
private final Point startPos;
private final BufferedImage[] fearAnimation;
private final BufferedImage[] baseAnimation;
@Getter
private Point position;
@ -36,23 +41,29 @@ public class Ghost {
private int aniIndex = 0;
private final GhostStrategy scaterStrategy;
private GhostStrategy currentStrategy;
private final BufferedImage[] animation;
private BufferedImage[] animation;
private int movementTick = 0;
private Direction direction;
private Direction prevDirection;
private GhostMode mode;
private final GhostStrategy fearStrategy = new FearStrategy();
private int frightenedTimer = 0;
private boolean isBlinking = false;
public Ghost(GhostCollisionChecker collisionChecker, GhostStrategy strategy, GhostStrategy scaterStrategy, BufferedImage[] animation) {
public Ghost(GhostCollisionChecker collisionChecker, GhostStrategy strategy, GhostStrategy scaterStrategy, BufferedImage[] animation, BufferedImage[] fearAnimation) {
this.collisionChecker = collisionChecker;
this.chaseStrategy = strategy;
this.scaterStrategy = scaterStrategy;
this.animation = animation;
this.baseAnimation = animation;
this.fearAnimation = fearAnimation;
position = new Point(
13 * GameMap.MAP_TILESIZE + GameMap.OFFSET_X + (GameMap.MAP_TILESIZE / 2),
4 * GameMap.MAP_TILESIZE + GameMap.OFFSET_Y + (GameMap.MAP_TILESIZE / 2) );
startPos = position;
this.currentStrategy = chaseStrategy;
this.animation = baseAnimation;
}
public void draw(Graphics g) {
@ -71,17 +82,36 @@ public class Ghost {
public void update(PacMan pacman, GameMap map) {
updateAnimationTick();
if(mode == GhostMode.FRIGHTENED){
updateInFrightendMode();
}
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) {
// only move ghost on update interval - this is basically ghost speed;
if (movementTick >= GHOST_MOVEMENT_UPDATE_FREQUENCY) {
chooseDirection(pacman, map);
if (map.isAligned(position)) {
//log.info("Evaluating possible directions");
prevDirection = direction;
direction = chooseDirection(
prioritize(collisionChecker.calculateDirectionAlternatives(position)),
currentStrategy.chooseTarget(this, pacman, map));
//log.info("selecting direction {}", direction);
}
Point newPosition = getNewPosition();
move(newPosition);
moveTo(getNewPosition());
movementTick = 0;
} else movementTick++;
@ -89,6 +119,7 @@ public class Ghost {
/**
* Given a position and a direction - calculate the new position
* Moves one pixel in the given direction
*
* @return new position
*/
@ -101,25 +132,7 @@ public class Ghost {
}
/**
* Choose a new direction when 'aligned' ie when in the exact middle of a tile
* else continue with the existing direction.
*
* @param pacman
* @param map
*/
private void chooseDirection(PacMan pacman, GameMap map) {
if (isAlligned(position)) {
log.info("Evaluating possible directions");
prevDirection = direction;
direction = chooseDirection(
prioritize(collisionChecker.calculateDirectionAlternatives(position)),
currentStrategy.chooseTarget(this, pacman, map));
log.info("selecting direction {}", direction);
}
}
private void move(Point newPosition) {
private void moveTo(Point newPosition) {
Point destination = collisionChecker.canMoveTo(direction, newPosition);
if (destination != null) {
@ -137,14 +150,7 @@ public class Ghost {
}
private boolean isAlligned(Point pos) {
int row = pos.x % GameMap.MAP_TILESIZE;
int col = pos.y % GameMap.MAP_TILESIZE;
return row == GameMap.MAP_TILESIZE / 2 && col == GameMap.MAP_TILESIZE / 2;
}
private Direction chooseDirection(Map<Direction, Integer> options, Point target) {
// Find the lowest priority
int lowestPriority = options.values().stream()
.mapToInt(Integer::intValue)
@ -189,15 +195,23 @@ public class Ghost {
public void setMode(GhostMode mode) {
this.mode = mode;
switch (mode) {
case CHASE -> currentStrategy = chaseStrategy;
case CHASE -> {
animation = baseAnimation;
currentStrategy = chaseStrategy;
}
case SCATTER -> currentStrategy = scaterStrategy;
case FRIGHTENED -> currentStrategy = null;
case FRIGHTENED -> {
frightenedTimer = FRIGHTENED_DURATION_TICKS;
isBlinking = false;
animation = fearAnimation;
currentStrategy = fearStrategy;
}
case EATEN -> currentStrategy = null;
}
}
public boolean isFrightened() {
return false;
return mode == GhostMode.FRIGHTENED;
}
public void resetPosition() {