Files
PacMan/src/main/java/se/urmo/game/entities/ghost/Ghost.java
Urban Modig c1c998c1cd Refactor ghost behavior and improve mode transition logic
Replaced hardcoded coordinates with `Ghost.getHouseEntrance` for clarity and flexibility. Introduced `requestModeChange` to streamline state transitions. Updated collision and movement logic to handle ghost-specific tile interactions, enhancing gameplay accuracy.
2025-09-06 18:55:25 +02:00

134 lines
4.7 KiB
Java

package se.urmo.game.entities.ghost;
import lombok.Getter;
import lombok.Setter;
import lombok.extern.slf4j.Slf4j;
import se.urmo.game.collision.GhostCollisionChecker;
import se.urmo.game.entities.BaseAnimated;
import se.urmo.game.entities.ghost.mode.ChaseGhostMode;
import se.urmo.game.entities.ghost.mode.EatenGhostMode;
import se.urmo.game.entities.ghost.mode.FrightenedGhostMode;
import se.urmo.game.entities.ghost.mode.FrozenGhostMode;
import se.urmo.game.entities.ghost.mode.GhostMode;
import se.urmo.game.entities.ghost.mode.GhostState;
import se.urmo.game.entities.ghost.mode.HouseGhostMode;
import se.urmo.game.entities.ghost.mode.ScatterGhostMode;
import se.urmo.game.entities.ghost.strategy.GhostStrategy;
import se.urmo.game.entities.pacman.PacMan;
import se.urmo.game.main.GhostManager;
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.Graphics;
import java.util.EnumMap;
import java.util.Map;
@Slf4j
public class Ghost extends BaseAnimated {
public static final double BASE_SPEED = 0.40;
public static final int GHOST_SIZE = 32;
private static final int ANIMATION_UPDATE_FREQUENCY = 25;
@Getter
private final GhostCollisionChecker collisionChecker;
@Getter
private final int animation;
@Getter
private final LevelManager levelManager;
@Getter
private final GhostStrategy scaterStrategy;
private GhostState currentState;
private final Map<GhostMode, GhostState> states = new EnumMap<>(GhostMode.class);
// Movement-related state
@Getter
@Setter
protected MyPoint position;
@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(12) + ((double) GameMap.MAP_TILESIZE / 2));
@Getter
private static final MyPoint houseEntrance = new MyPoint(
GameMap.colToScreen(13) + ((double) GameMap.MAP_TILESIZE / 2),
GameMap.rowToScreen(10) + ((double) GameMap.MAP_TILESIZE / 2));
public Ghost(GhostCollisionChecker collisionChecker, GhostStrategy chaseStrategy, GhostStrategy scaterStrategy, int animation, LevelManager levelManager) {
super(ANIMATION_UPDATE_FREQUENCY, GhostManager.MAX_SPRITE_FRAMES);
this.collisionChecker = collisionChecker;
this.scaterStrategy = scaterStrategy;
this.animation = animation;
this.levelManager = levelManager;
this.position = startPosition;
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));
states.put(GhostMode.HOUSE, new HouseGhostMode(this));
}
public void draw(Graphics g) {
g.drawImage(
currentState.getAnimation()[aniIndex],
(int) position.x - GHOST_SIZE / 2,
(int) position.y - GHOST_SIZE / 2,
GHOST_SIZE,
GHOST_SIZE, null);
// g.setColor(Color.YELLOW);
// g.fillRect((int) Ghost.startPosition.x, (int) Ghost.startPosition.y, 2, 2);
// g.fillRect((int) Ghost.houseEntrance.x, (int) Ghost.houseEntrance.y, 2, 2);
}
public void update(PacMan pacman, GameMap map) {
currentState.update(this, pacman, map);
}
public void setMode(GhostMode mode) {
GhostMode currentMode = currentMode();
if (currentMode == null || mode.ordinal() < currentMode.ordinal()) { // only if new mode has higher prio
currentState = states.get(mode);
}
}
/**
* Used by a state itself to request a transition to any other state
* This bypasses the priority system since the state itself is requesting the change
*/
public void requestModeChange(GhostMode mode) {
currentState = states.get(mode);
}
public boolean isFrightened() {
return states.get(GhostMode.FRIGHTENED) == currentState;
}
public boolean isEaten() {
return states.get(GhostMode.EATEN) == currentState;
}
public GhostMode currentMode() {
return states.entrySet().stream()
.filter(s -> s.getValue() == currentState)
.map(Map.Entry::getKey)
.findFirst()
.orElse(null);
}
public void reset() {
currentState = states.get(GhostMode.CHASE);
((ChaseGhostMode) currentState).resetPosition();
}
}