Significant amount of refactoring:

- Removed several mode timer variables and implemented a GameMode enum w/
associated timer.
- Removed individual chase/scatter timer, replace with single timer
- Hopefully made level/round initializing methods more coherent
This commit is contained in:
Matt Low 2020-01-05 02:34:30 +04:00
parent ecaf86a57a
commit 389533d394
2 changed files with 230 additions and 204 deletions

View File

@ -117,10 +117,11 @@ public class Ghost extends MovableEntity {
return;
}
if (!(currentBehaviour instanceof FrightenedBehaviour || currentBehaviour instanceof ReturnToBase)) {
if ((currentBehaviour == chaseBehaviour && !state.chase) || (currentBehaviour == scatterBehaviour && state.chase)) {
setNextDirection(currDirection.getOpposite());
}
if (currentBehaviour == chaseBehaviour && state.scatter) {
setNextDirection(currDirection.getOpposite());
updateBehaviour();
} else if (currentBehaviour == scatterBehaviour && !state.scatter) {
setNextDirection(currDirection.getOpposite());
updateBehaviour();
}
@ -198,7 +199,7 @@ public class Ghost extends MovableEntity {
if (state.frightTimer > 0 && !caught) {
currentBehaviour = frightBehaviour;
} else {
currentBehaviour = state.chase ? chaseBehaviour : scatterBehaviour;
currentBehaviour = state.scatter ? scatterBehaviour : chaseBehaviour;
}
}

View File

@ -35,16 +35,15 @@ public class PlayState extends LevelState {
};
private Texture levelBackground, winBackground;
private BitmapFont font;
private TextureRegion lifeSprite;
private BitmapFont font;
public Random random;
private long sirenId;
private int pelletCount;
private int pelletEatenCount;
private int pelletsEaten;
public int pelletsEatenSinceDeath;
public boolean pelletsEatenSinceDeathCounterEnabled;
@ -54,24 +53,17 @@ public class PlayState extends LevelState {
private int round;
private boolean paused = false;
private float readyTimer;
private float gameOverTimer;
private float newGameTimer;
private float deathTimer;
private float pointsTimer;
private float roundClearedTimer;
private float modeTimer;
private GameState mode;
public float frightTimer;
public float secondsSinceLastDot;
private float chaseTimer;
private float scatterTimer;
public boolean scatter;
private int scatterCount;
private float scatterChaseTimer;
public boolean chase;
private boolean pacmanCaught;
private int ghostsCaught;
public float frightTimer; // remaining fright time
private int ghostsCaught; // number of ghosts caught since last power pellet
private Ghost lastGhostCaptured;
public Pacman pacman;
@ -89,7 +81,8 @@ public class PlayState extends LevelState {
lifeSprite = game.assets.pacman[2][1];
Gdx.input.setInputProcessor(new Controller());
newGame();
preNewGame();
setGameState(GameState.PRE_NEW_GAME);
}
@Override
@ -102,42 +95,52 @@ public class PlayState extends LevelState {
game.batch.draw(lifeSprite, i * 16, 0);
}
if (pointsTimer > 0) {
if (mode == GameState.GHOST_CAUGHT_POINTS_WAIT) {
game.batch.draw(game.assets.points[0][ghostsCaught-1], (lastGhostCaptured.pos.x * 8) - 8, (lastGhostCaptured.pos.y * 8) + 8);
} else {
pacman.render(game.batch, 0, 16);
}
if (roundClearedTimer > 0 && roundClearedTimer <= 2) {
if (mode == GameState.ROUND_WON) {
// draw flashing level background
game.batch.draw((int) (roundClearedTimer * 4) % 2 == 0? levelBackground : winBackground, 0, 16);
game.batch.draw((int) (modeTimer * 4) % 2 == 0? levelBackground : winBackground, 0, 16);
return;
} else {
game.batch.draw(levelBackground, 0, 16);
}
if (pacman.alive && newGameTimer <= 0) {
for (Ghost ghost : ghosts) {
if (pointsTimer > 0 && ghost == lastGhostCaptured) {
continue;
switch (mode) {
case PRE_NEW_GAME:
case PACMAN_CAUGHT:
case ROUND_WON:
case GAME_OVER:
break;
default:
for (Ghost ghost : ghosts) {
if (mode == GameState.GHOST_CAUGHT_POINTS_WAIT && ghost == lastGhostCaptured) {
game.batch.draw(game.assets.points[0][ghostsCaught - 1], (ghost.pos.x * 8) - 8, (ghost.pos.y * 8) + 8);
} else {
ghost.render(game.batch, 0, 16);
}
}
ghost.render(game.batch, 0, 16);
}
}
if (readyTimer > 0) {
game.assets.getFont().setColor(Color.YELLOW);
game.assets.getFont().draw(game.batch, "ready!", 92, 127);
}
if (gameOverTimer > 0) {
game.assets.getFont().setColor(Color.RED);
game.assets.getFont().draw(game.batch, "game over", 78, 127);
}
if (paused) {
game.assets.getFont().setColor(Color.YELLOW);
game.assets.getFont().draw(game.batch, "paused", 90, 151);
} else {
switch (mode) {
case PRE_NEW_GAME:
case NEW_ROUND_WAIT:
case START_ROUND_WAIT:
game.assets.getFont().setColor(Color.YELLOW);
game.assets.getFont().draw(game.batch, "ready!", 92, 127);
break;
case GAME_OVER:
game.assets.getFont().setColor(Color.RED);
game.assets.getFont().draw(game.batch, "game over", 78, 127);
break;
}
}
}
@ -152,181 +155,175 @@ public class PlayState extends LevelState {
dt = 1/60f;
}
pointsTimer -= dt;
if (pointsTimer > 0) {
return;
}
if (roundClearedTimer > 0) {
roundClearedTimer -= dt;
if (roundClearedTimer <= 0) {
newRound();
}
return;
}
if (gameOverTimer > 0) {
gameOverTimer -= dt;
if (gameOverTimer <= 0) {
newGame();
}
return;
}
if (readyTimer > 0) {
readyTimer -= dt;
if (readyTimer <= 0) {
startGame();
} else if (newGameTimer <= 0) {
return;
}
}
if (newGameTimer > 0) {
newGameTimer -= dt;
if (newGameTimer <= 0) {
setupGame();
}
return;
}
if (frightTimer > 0) {
frightTimer -= dt;
if (frightTimer <= 0) {
for (Ghost ghost : ghosts) {
if (ghost.currentBehaviour instanceof ReturnToBase) continue;
ghost.caught = false;
ghost.currentBehaviour = ghost.chaseBehaviour;
}
}
} else {
// pause chase/scatter timer when frightened
if (scatterTimer > 0) {
scatterTimer -= dt;
if (scatterTimer <= 0) {
chase = true;
if (scatterCount < 4) {
chaseTimer = 20f;
switch (mode) {
case PLAYING:
if (frightTimer <= 0) {
if (scatter || scatterCount < 4) {
scatterChaseTimer -= dt;
if (scatterChaseTimer <= 0) {
scatter = !scatter;
scatterChaseTimer = scatter ? 7f : 20f;
if (scatter) {
scatterCount++;
}
}
}
}
} else if (chaseTimer > 0) {
chaseTimer -= dt;
if (chaseTimer <= 0) {
chase = false;
scatterTimer = 7f;
scatterCount++;
}
}
}
secondsSinceLastDot += dt;
if (secondsSinceLastDot >= 4) {
// It's been 4 seconds since pacman last ate a dot, he's tryin' to avoid ghosts coming out!
// We'll get him...
for (int i = 1; i < 4; i++) {
Ghost ghost = ghosts[i];
if (ghost.inHouse) {
ghost.leaveHouse();
secondsSinceLastDot = 0;
break;
}
}
}
if (!pacmanCaught) {
for (Ghost ghost : ghosts) {
ghost.update(dt);
if (ghost.onSameTile(pacman)) {
if (frightTimer > 0 && !ghost.caught) {
ghostCaught(ghost);
} else if (frightTimer <= 0 || !(ghost.currentBehaviour instanceof ReturnToBase)) {
pacmanCaught();
return;
}
}
}
} else if (deathTimer <= 0) {
if (pacman.alive) {
game.assets.deathSound.play(1f);
}
pacman.alive = false;
if (pacman.deathFrame == 13) {
if (lives > 0) {
setupGame();
readyTimer = 2f;
} else {
gameOverTimer = 2f;
frightTimer -= dt;
if (frightTimer <= 0) {
for (Ghost ghost : ghosts) {
if (ghost.currentBehaviour instanceof ReturnToBase) continue;
ghost.caught = false;
ghost.currentBehaviour = ghost.chaseBehaviour;
}
}
}
}
} else {
deathTimer -= dt;
}
pacman.update(dt);
secondsSinceLastDot += dt;
if (secondsSinceLastDot >= 4) {
// It's been 4 seconds since pacman last ate a dot, he's tryin' to avoid ghosts coming out!
// We'll get him...
for (int i = 1; i < 4; i++) {
Ghost ghost = ghosts[i];
if (ghost.inHouse) {
ghost.leaveHouse();
secondsSinceLastDot = 0;
break;
}
}
}
pacman.update(dt);
for (Ghost ghost : ghosts) {
ghost.update(dt);
if (ghost.onSameTile(pacman)) {
if (frightTimer > 0 && !ghost.caught) {
ghostCaught(ghost);
continue;
}
if (!(ghost.currentBehaviour instanceof ReturnToBase)) {
pacmanCaught();
return;
}
}
}
break;
case PACMAN_CAUGHT:
pacman.update(dt);
if (pacman.deathFrame == 13) {
if (lives > 0) {
resetField();
setGameState(GameState.START_ROUND_WAIT);
} else {
setGameState(GameState.GAME_OVER);
}
}
break;
default:
modeTimer -= dt;
if (modeTimer <= 0) {
modeTransition();
}
break;
}
}
public void initializeField() {
public void modeTransition() {
switch (mode) {
// The mode we're transitioning /from/
case PRE_NEW_GAME:
newGame();
setGameState(GameState.START_ROUND_WAIT);
break;
case START_ROUND_WAIT:
case NEW_ROUND_WAIT:
startGame();
setGameState(GameState.PLAYING);
break;
case ROUND_WON_WAIT:
setGameState(GameState.ROUND_WON);
break;
case ROUND_WON:
newRound();
setGameState(GameState.NEW_ROUND_WAIT);
break;
case GAME_OVER:
preNewGame();
setGameState(GameState.PRE_NEW_GAME);
break;
case GHOST_CAUGHT_POINTS_WAIT:
setGameState(GameState.PLAYING);
break;
case PACMAN_CAUGHT_WAIT:
game.assets.deathSound.play(1f);
pacman.alive = false;
setGameState(GameState.PACMAN_CAUGHT);
break;
}
}
public void initializeLevel() {
level = new Level(game,"level");
pelletCount = level.getTileCount(LevelTile.PELLET) + level.getTileCount(LevelTile.POWER_PELLET);
pacman = new Pacman(this, false);
}
public void initializeRound() {
scatter = true;
scatterCount = 1;
pelletsEaten = 0;
pelletsEatenSinceDeath = 0;
pelletsEatenSinceDeathCounterEnabled = false;
spawnGhosts();
}
public void resetField() {
lives--;
frightTimer = 0f;
deathTimer = 0f;
pacmanCaught = false;
ghostsCaught = 0;
lastGhostCaptured = null;
secondsSinceLastDot = 0;
if (chase) {
chaseTimer = 20f;
} else {
scatterTimer = 7f;
}
scatterChaseTimer = scatter? 7f : 20f;
random = new Random(897198256012865L);
pacman = new Pacman(this, false);
resetGhosts();
}
public void preNewGame() {
score = 0;
lives = 3;
round = 1;
initializeLevel();
game.assets.beginning.play(1.0f);
}
public void newGame() {
pelletCount = 0;
pelletEatenCount = 0;
score = 0;
lives = 3;
round = 0;
newGameTimer = 2.3f;
newRound();
initializeRound();
resetField();
}
public void newRound() {
initializeLevel();
initializeRound();
resetField();
round++;
level = new Level(game,"level");
pelletCount = level.getTileCount(LevelTile.PELLET);
pelletCount += level.getTileCount(LevelTile.POWER_PELLET);
pelletsEatenSinceDeath = 0;
pelletsEatenSinceDeathCounterEnabled = false;
initializeField();
spawnGhosts();
chase = false;
scatterCount = 1;
game.assets.siren.stop(sirenId);
if (round == 1) {
readyTimer = 4.2f;
game.assets.beginning_alt.play(1.0f);
} else {
readyTimer = 4.3f;
game.assets.beginning.play(1.0f);
}
game.assets.beginning_alt.play(1.0f);
}
public void setupGame() {
lives--;
initializeField();
resetGhosts();
public void startGame() {
sirenId = game.assets.siren.loop(1.0f);
pacman.moving = true;
}
private void spawnGhosts() {
@ -337,30 +334,26 @@ public class PlayState extends LevelState {
ghosts[3] = new Clyde(this, new Vector2(GHOST_SPAWN_POINTS[3]), GHOST_SPAWN_DIRS[3]);
}
public void startGame() {
pacman.moving = true;
sirenId = game.assets.siren.loop(1.0f);
}
public void resetGhosts() {
for (int i = 0; i < 4; i++) {
if (ghosts[i] == null) continue;
ghosts[i].pos = new Vector2(GHOST_SPAWN_POINTS[i]);
ghosts[i].currDirection = GHOST_SPAWN_DIRS[i];
ghosts[i].currentBehaviour = chase? ghosts[i].chaseBehaviour : ghosts[i].scatterBehaviour;
ghosts[i].currentPath = null;
ghosts[i].caught = false;
ghosts[i].inHouse = i > 0;
ghosts[i].updateBehaviour();
}
}
private void pelletEaten(float x, float y) {
level.setTile(x, y, LevelTile.EMPTY);
if (pelletEatenCount % 2 == 0) {
if (pelletsEaten % 2 == 0) {
game.assets.chomp_1.play(1.0f);
} else {
game.assets.chomp_2.play(1.0f);
}
pelletEatenCount++;
pelletsEaten++;
pelletCount--;
if (pelletsEatenSinceDeathCounterEnabled) {
@ -381,7 +374,7 @@ public class PlayState extends LevelState {
secondsSinceLastDot = 0;
if (pelletCount == 0) {
roundClearedTimer = 3f;
setGameState(GameState.ROUND_WON_WAIT);
}
}
@ -405,11 +398,11 @@ public class PlayState extends LevelState {
private void pacmanCaught() {
game.assets.siren.stop(sirenId);
deathTimer = 1f;
pacmanCaught = true;
pacman.moving = false;
pelletsEatenSinceDeath = 0;
pelletsEatenSinceDeathCounterEnabled = true;
setGameState(GameState.PACMAN_CAUGHT_WAIT);
}
private void ghostCaught(Ghost ghost) {
@ -419,7 +412,8 @@ public class PlayState extends LevelState {
lastGhostCaptured = ghost;
ghostsCaught++;
score += ghostsCaught * 200;
pointsTimer = 1f;
setGameState(GameState.GHOST_CAUGHT_POINTS_WAIT);
}
@Override
@ -453,7 +447,7 @@ public class PlayState extends LevelState {
paused = !paused;
break;
case Input.Keys.N:
newGame();
preNewGame();
break;
}
return super.keyDown(keycode);
@ -461,4 +455,35 @@ public class PlayState extends LevelState {
}
public enum GameState {
PRE_NEW_GAME(2.3f),
NEW_ROUND_WAIT(4.2f),
START_ROUND_WAIT(2f),
ROUND_WON_WAIT(1f),
ROUND_WON(2f),
PACMAN_CAUGHT,
PACMAN_CAUGHT_WAIT(1f),
GHOST_CAUGHT_POINTS_WAIT(1f),
GAME_OVER(2f),
PLAYING,
;
final float timer;
GameState(float timer) {
this.timer = timer;
}
GameState() {
this(0f);
}
}
public void setGameState(GameState mode) {
this.mode = mode;
this.modeTimer = mode.timer;
}
}