Refactor
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@ -1,6 +1,5 @@
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package com.me.pacman.entity;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.math.Vector2;
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import com.me.pacman.PacDude;
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@ -26,7 +25,7 @@ public abstract class Entity {
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return;
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}
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state.renderSprite(texture, pos.x, pos.y);
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state.drawSprite(texture, pos.x, pos.y);
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if (PacDude.DEBUG) {
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state.level.renderTile(LevelTile.DEBUG, (int) pos.x, (int) pos.y, LevelState.LEVEL_OFFSET_X, LevelState.LEVEL_OFFSET_Y);
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@ -1,6 +1,5 @@
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package com.me.pacman.entity;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.math.Vector2;
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import com.me.pacman.entity.ai.Behaviour;
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@ -79,7 +78,7 @@ public class Ghost extends MovableEntity {
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// draw eyes so the ghost can see
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if (state.frightTimer <= 0 || caught) {
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state.renderSprite(sprite[1][currDirection.ordinal()], pos.x, pos.y);
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state.drawSprite(sprite[1][currDirection.ordinal()], pos.x, pos.y);
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}
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}
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@ -15,7 +15,7 @@ public abstract class LevelState extends State {
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super(game);
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}
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public void renderSprite(TextureRegion sprite, float x, float y) {
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public void drawSprite(TextureRegion sprite, float x, float y) {
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game.batch.draw(sprite, (int) (x * 8) + (LEVEL_OFFSET_X - 8), (int) (y * 8) + (LEVEL_OFFSET_Y - 8));
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}
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@ -235,6 +235,63 @@ public class PlayState extends LevelState {
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}
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}
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@Override
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public void render() {
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game.assets.getFont().setColor(Color.WHITE);
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game.assets.getFont().draw(game.batch, "" + score, 40, 279);
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for (int i = 0; i < lives; i++) {
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game.batch.draw(lifeSprite, i * 16, 0);
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}
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level.render(LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
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if (state == GameState.ROUND_WON) {
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// draw flashing level background
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game.batch.draw((int) (stateTimer * 4) % 2 == 0? levelBackground : winBackground, LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
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return;
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} else {
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game.batch.draw(levelBackground, LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
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}
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if (state != GameState.GHOST_CAUGHT_POINTS_WAIT) {
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pacman.render();
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}
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switch (state) {
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case PRE_NEW_GAME:
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case PACMAN_CAUGHT:
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case GAME_OVER:
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break;
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case GHOST_CAUGHT_POINTS_WAIT:
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drawSprite(game.assets.points[0][ghostsCaught-1], lastGhostCaptured.pos.x, lastGhostCaptured.pos.y);
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default:
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for (Ghost ghost : ghosts) {
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if (state == GameState.GHOST_CAUGHT_POINTS_WAIT && ghost == lastGhostCaptured) {
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continue;
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}
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ghost.render();
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}
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}
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if (paused) {
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game.assets.getFont().setColor(Color.YELLOW);
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game.assets.getFont().draw(game.batch, "paused", 90, 151);
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} else {
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switch (state) {
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case PRE_NEW_GAME:
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case NEW_ROUND_WAIT:
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case START_ROUND_WAIT:
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game.assets.getFont().setColor(Color.YELLOW);
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game.assets.getFont().draw(game.batch, "ready!", 92, 127);
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break;
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case GAME_OVER:
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game.assets.getFont().setColor(Color.RED);
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game.assets.getFont().draw(game.batch, "game over", 78, 127);
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break;
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}
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}
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}
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private void pelletEaten(float x, float y) {
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level.setTile(x, y, LevelTile.EMPTY);
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@ -305,63 +362,6 @@ public class PlayState extends LevelState {
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setGameState(GameState.GHOST_CAUGHT_POINTS_WAIT);
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}
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@Override
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public void render() {
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game.assets.getFont().setColor(Color.WHITE);
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game.assets.getFont().draw(game.batch, "" + score, 40, 279);
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for (int i = 0; i < lives; i++) {
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game.batch.draw(lifeSprite, i * 16, 0);
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}
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level.render(LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
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if (state == GameState.ROUND_WON) {
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// draw flashing level background
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game.batch.draw((int) (stateTimer * 4) % 2 == 0? levelBackground : winBackground, LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
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return;
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} else {
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game.batch.draw(levelBackground, LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
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}
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if (state != GameState.GHOST_CAUGHT_POINTS_WAIT) {
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pacman.render();
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}
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switch (state) {
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case PRE_NEW_GAME:
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case PACMAN_CAUGHT:
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case GAME_OVER:
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break;
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case GHOST_CAUGHT_POINTS_WAIT:
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renderSprite(game.assets.points[0][ghostsCaught-1], lastGhostCaptured.pos.x, lastGhostCaptured.pos.y);
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default:
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for (Ghost ghost : ghosts) {
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if (state == GameState.GHOST_CAUGHT_POINTS_WAIT && ghost == lastGhostCaptured) {
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continue;
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}
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ghost.render();
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}
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}
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if (paused) {
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game.assets.getFont().setColor(Color.YELLOW);
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game.assets.getFont().draw(game.batch, "paused", 90, 151);
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} else {
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switch (state) {
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case PRE_NEW_GAME:
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case NEW_ROUND_WAIT:
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case START_ROUND_WAIT:
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game.assets.getFont().setColor(Color.YELLOW);
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game.assets.getFont().draw(game.batch, "ready!", 92, 127);
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break;
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case GAME_OVER:
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game.assets.getFont().setColor(Color.RED);
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game.assets.getFont().draw(game.batch, "game over", 78, 127);
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break;
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}
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}
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}
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private void updateScatterTimer(float dt) {
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if (scatterChaseTransition < 6) {
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scatterChaseTimer -= dt;
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