224 lines
7.5 KiB
Java
224 lines
7.5 KiB
Java
package se.urmo.game.entities;
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import lombok.Getter;
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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.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.map.GameMap;
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import se.urmo.game.state.GhostManager;
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import se.urmo.game.util.Direction;
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import se.urmo.game.util.MiscUtil;
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import java.awt.Color;
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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.Map;
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import java.util.stream.Collectors;
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@Slf4j
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public class Ghost {
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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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private static final BufferedImage COLLISION_BOX = MiscUtil.createOutlinedBox(COLLISION_BOX_SIZE, COLLISION_BOX_SIZE, Color.black, 2);
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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 Point 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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private boolean moving = true;
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private int aniTick = 0;
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private int aniIndex = 0;
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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 int movementTick = 0;
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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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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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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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this.animation = baseAnimation;
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}
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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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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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COLLISION_BOX_SIZE,
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COLLISION_BOX_SIZE, null);
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}
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public void update(PacMan pacman, GameMap map) {
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updateAnimationTick();
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if(mode == GhostMode.FRIGHTENED){
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updateInFrightendMode();
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}
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updatePosition(pacman, map);
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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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// 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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prevDirection = direction;
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direction = chooseDirection(
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prioritize(collisionChecker.calculateDirectionAlternatives(position)),
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currentStrategy.chooseTarget(this, pacman, map));
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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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* 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 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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}
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private void moveTo(Point newPosition) {
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Point destination = collisionChecker.canMoveTo(direction, newPosition);
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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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private Map<Direction, Integer> prioritize(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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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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// Return 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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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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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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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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return best;
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}
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private void updateAnimationTick() {
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if (moving) {
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aniTick++;
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if (aniTick >= ANIMATION_UPDATE_FREQUENCY) {
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aniTick = 0;
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aniIndex++;
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if (aniIndex >= GhostManager.MAX_SPRITE_FRAMES) {
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aniIndex = 0;
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}
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}
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}
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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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}
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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 -> currentStrategy = null;
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}
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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 resetPosition() {
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position = startPos;
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}
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}
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