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