Move GHOST_SPAWN_DIRS and GHOST_SPAWN_POINTS
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@ -1,5 +1,7 @@
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package com.me.pacman;
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package com.me.pacman;
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import com.me.pacman.entity.Direction;
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public final class Constants {
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public final class Constants {
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public static final String TITLE = "Pac-Dude";
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public static final String TITLE = "Pac-Dude";
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@ -29,4 +31,14 @@ public final class Constants {
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// and is close to the 75.75757625 pixels/second claimed in:
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// and is close to the 75.75757625 pixels/second claimed in:
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// https://pacman.holenet.info/#LvlSpecs
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// https://pacman.holenet.info/#LvlSpecs
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public static final float FULL_SPEED = 9.375f;
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public static final float FULL_SPEED = 9.375f;
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// Ghost spawn directions, should remain constant assuming they always exit the ghost house
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// from the top
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public static final Direction[] GHOST_SPAWN_DIRS = {
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Direction.LEFT, // Blinky
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Direction.UP, // Pinky
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Direction.DOWN, // Inky
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Direction.DOWN, // Clyde
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};
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}
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}
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@ -7,6 +7,13 @@ import com.me.pacman.PacDude;
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public class Level {
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public class Level {
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public static final Vector2[] GHOST_SPAWN_POINTS = {
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new Vector2(14f, 19.5f),
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new Vector2(14f, 16.5f),
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new Vector2(12f, 16.5f),
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new Vector2(16f, 16.5f),
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};
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private PacDude game;
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private PacDude game;
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private TextureRegion pellet;
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private TextureRegion pellet;
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@ -22,20 +22,6 @@ import java.util.Random;
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public class PlayState extends LevelState {
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public class PlayState extends LevelState {
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public static final Vector2[] GHOST_SPAWN_POINTS = {
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new Vector2(14f, 19.5f),
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new Vector2(14f, 16.5f),
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new Vector2(12f, 16.5f),
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new Vector2(16f, 16.5f),
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};
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public static final Direction[] GHOST_SPAWN_DIRS = {
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Direction.LEFT,
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Direction.UP,
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Direction.DOWN,
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Direction.DOWN,
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};
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private Texture levelBackground, winBackground;
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private Texture levelBackground, winBackground;
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private TextureRegion lifeSprite;
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private TextureRegion lifeSprite;
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@ -129,17 +115,17 @@ public class PlayState extends LevelState {
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private void spawnGhosts() {
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private void spawnGhosts() {
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ghosts = new Ghost[4];
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ghosts = new Ghost[4];
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ghosts[0] = new Blinky(this, new Vector2(GHOST_SPAWN_POINTS[0]), GHOST_SPAWN_DIRS[0]);
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ghosts[0] = new Blinky(this, new Vector2(Level.GHOST_SPAWN_POINTS[0]), Constants.GHOST_SPAWN_DIRS[0]);
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ghosts[1] = new Pinky(this, new Vector2(GHOST_SPAWN_POINTS[1]), GHOST_SPAWN_DIRS[1]);
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ghosts[1] = new Pinky(this, new Vector2(Level.GHOST_SPAWN_POINTS[1]), Constants.GHOST_SPAWN_DIRS[1]);
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ghosts[2] = new Inky(this, new Vector2(GHOST_SPAWN_POINTS[2]), GHOST_SPAWN_DIRS[2]);
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ghosts[2] = new Inky(this, new Vector2(Level.GHOST_SPAWN_POINTS[2]), Constants.GHOST_SPAWN_DIRS[2]);
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ghosts[3] = new Clyde(this, new Vector2(GHOST_SPAWN_POINTS[3]), GHOST_SPAWN_DIRS[3]);
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ghosts[3] = new Clyde(this, new Vector2(Level.GHOST_SPAWN_POINTS[3]), Constants.GHOST_SPAWN_DIRS[3]);
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}
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}
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public void resetGhosts() {
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public void resetGhosts() {
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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if (ghosts[i] == null) continue;
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if (ghosts[i] == null) continue;
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ghosts[i].pos = new Vector2(GHOST_SPAWN_POINTS[i]);
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ghosts[i].pos = new Vector2(Level.GHOST_SPAWN_POINTS[i]);
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ghosts[i].currDirection = GHOST_SPAWN_DIRS[i];
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ghosts[i].currDirection = Constants.GHOST_SPAWN_DIRS[i];
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ghosts[i].currentPath = null;
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ghosts[i].currentPath = null;
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ghosts[i].caught = false;
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ghosts[i].caught = false;
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ghosts[i].inHouse = i > 0;
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ghosts[i].inHouse = i > 0;
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