A little more refactoring
Declare methods before calling for easier following
This commit is contained in:
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389533d394
commit
ab94395eac
@ -23,7 +23,7 @@ public class Clyde extends Ghost {
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if (state.pelletsEatenSinceDeath >= 32) {
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state.pelletsEatenSinceDeathCounterEnabled = false;
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}
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} else if (dotCounter >= DOT_LIMIT) {
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} else if (pelletCounter >= DOT_LIMIT) {
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leaveHouse();
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}
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}
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@ -36,7 +36,7 @@ public class Ghost extends MovableEntity {
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public boolean inHouse;
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public boolean caught;
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public int dotCounter;
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public int pelletCounter;
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public Ghost(PlayState state, Vector2 pos, Direction direction, int spriteIndex,
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Behaviour chaseBehaviour, Behaviour scatterBehaviour, boolean inHouse) {
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@ -24,7 +24,7 @@ public class Inky extends Ghost {
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if (state.pelletsEatenSinceDeath >= 17) {
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leaveHouse();
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}
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} else if (dotCounter >= DOT_LIMIT) {
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} else if (pelletCounter >= DOT_LIMIT) {
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leaveHouse();
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}
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}
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@ -3,6 +3,7 @@ package com.me.pacman.state;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Input;
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import com.badlogic.gdx.InputAdapter;
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import com.badlogic.gdx.audio.Sound;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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@ -42,7 +43,7 @@ public class PlayState extends LevelState {
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private long sirenId;
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private int pelletCount;
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private int pelletsRemaining;
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private int pelletsEaten;
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public int pelletsEatenSinceDeath;
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@ -53,9 +54,6 @@ public class PlayState extends LevelState {
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private int round;
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private boolean paused = false;
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private float modeTimer;
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private GameState mode;
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public float secondsSinceLastDot;
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public boolean scatter;
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@ -69,10 +67,125 @@ public class PlayState extends LevelState {
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public Pacman pacman;
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public Ghost[] ghosts;
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public enum GameState {
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PRE_NEW_GAME(2.3f),
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NEW_ROUND_WAIT(4.2f),
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START_ROUND_WAIT(2f),
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ROUND_WON_WAIT(1f),
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ROUND_WON(2f),
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PACMAN_CAUGHT,
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PACMAN_CAUGHT_WAIT(1f),
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GHOST_CAUGHT_POINTS_WAIT(1f),
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GAME_OVER(2f),
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PLAYING,
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;
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final float timer;
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GameState(float timer) {
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this.timer = timer;
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}
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GameState() {
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this(0f);
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}
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}
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private GameState state;
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private float stateTimer;
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public PlayState(PacDude game) {
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super(game);
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}
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private void setGameState(GameState state) {
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this.state = state;
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this.stateTimer = state.timer;
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}
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private void spawnGhosts() {
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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[1] = new Pinky(this, new Vector2(GHOST_SPAWN_POINTS[1]), 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[3] = new Clyde(this, new Vector2(GHOST_SPAWN_POINTS[3]), GHOST_SPAWN_DIRS[3]);
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}
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public void resetGhosts() {
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for (int i = 0; i < 4; i++) {
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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].currDirection = GHOST_SPAWN_DIRS[i];
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ghosts[i].currentPath = null;
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ghosts[i].caught = false;
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ghosts[i].inHouse = i > 0;
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ghosts[i].updateBehaviour();
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}
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}
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private void initializeLevel() {
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level = new Level(game,"level");
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pelletsRemaining = level.getTileCount(LevelTile.PELLET) + level.getTileCount(LevelTile.POWER_PELLET);
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pacman = new Pacman(this, false);
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}
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private void initializeRound() {
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scatter = true;
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scatterCount = 1;
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pelletsEaten = 0;
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pelletsEatenSinceDeath = 0;
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pelletsEatenSinceDeathCounterEnabled = false;
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spawnGhosts();
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}
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private void resetField() {
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lives--;
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frightTimer = 0f;
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ghostsCaught = 0;
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lastGhostCaptured = null;
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secondsSinceLastDot = 0;
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scatterChaseTimer = scatter? 7f : 20f;
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random = new Random(897198256012865L);
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pacman = new Pacman(this, false);
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resetGhosts();
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}
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private void preNewGame() {
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score = 0;
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lives = 3;
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round = 1;
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initializeLevel();
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game.assets.beginning.play(1.0f);
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}
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private void newGame() {
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initializeRound();
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resetField();
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}
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private void newRound() {
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initializeLevel();
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initializeRound();
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resetField();
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round++;
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game.assets.siren.stop(sirenId);
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game.assets.beginning_alt.play(1.0f);
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}
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private void startGame() {
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sirenId = game.assets.siren.loop(1.0f);
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pacman.moving = true;
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}
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@Override
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public void setup() {
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levelBackground = game.assets.getLevelBackground();
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@ -85,6 +198,109 @@ public class PlayState extends LevelState {
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setGameState(GameState.PRE_NEW_GAME);
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}
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public void stateTransition() {
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switch (state) {
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// The state we're transitioning /from/
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case PRE_NEW_GAME:
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newGame();
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setGameState(GameState.START_ROUND_WAIT);
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break;
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case START_ROUND_WAIT:
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case NEW_ROUND_WAIT:
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startGame();
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setGameState(GameState.PLAYING);
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break;
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case ROUND_WON_WAIT:
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setGameState(GameState.ROUND_WON);
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break;
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case ROUND_WON:
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newRound();
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setGameState(GameState.NEW_ROUND_WAIT);
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break;
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case GAME_OVER:
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preNewGame();
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setGameState(GameState.PRE_NEW_GAME);
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break;
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case GHOST_CAUGHT_POINTS_WAIT:
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setGameState(GameState.PLAYING);
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break;
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case PACMAN_CAUGHT_WAIT:
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game.assets.deathSound.play(1f);
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pacman.alive = false;
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setGameState(GameState.PACMAN_CAUGHT);
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break;
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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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Sound chomp = pelletsEaten % 2 == 0? game.assets.chomp_1 : game.assets.chomp_2;
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chomp.play(1.0f);
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pelletsEaten++;
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pelletsRemaining--;
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if (pelletsEatenSinceDeathCounterEnabled) {
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// Increase global dot counter when enabled
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pelletsEatenSinceDeath++;
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} else {
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// else increment appropriate ghost's individual counter
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for (Ghost ghost : ghosts) {
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// Increment the dot counter of the first encountered ghost in the house
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// Ghosts are ordered Blinky, Pinky, Inky, Clyde. Blinky's inHouse is always false,
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// Increase the dotCounter of only one ghost: the first of the above list still in the house.
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if (!ghost.inHouse) continue;
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ghost.pelletCounter++;
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break;
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}
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}
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secondsSinceLastDot = 0;
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if (pelletsRemaining == 0) {
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setGameState(GameState.ROUND_WON_WAIT);
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}
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}
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public void eatPellet(float x, float y) {
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pelletEaten(x, y);
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score += 10;
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}
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public void eatPowerPellet(float x, float y) {
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pelletEaten(x, y);
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for (Ghost ghost : ghosts) {
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if (ghost.currentBehaviour instanceof ReturnToBase) continue;
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ghost.caught = false;
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ghost.currentBehaviour = ghost.frightBehaviour;
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ghost.currDirection = ghost.currDirection.getOpposite();
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}
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frightTimer = 6f;
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ghostsCaught = 0;
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score += 50;
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}
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private void pacmanCaught() {
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game.assets.siren.stop(sirenId);
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pacman.moving = false;
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pelletsEatenSinceDeath = 0;
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pelletsEatenSinceDeathCounterEnabled = true;
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setGameState(GameState.PACMAN_CAUGHT_WAIT);
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}
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private void ghostCaught(Ghost ghost) {
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ghost.caught = true;
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ghost.currentBehaviour = new ReturnToBase(this);
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lastGhostCaptured = ghost;
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ghostsCaught++;
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score += ghostsCaught * 200;
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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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level.render(0, 16);
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@ -95,21 +311,21 @@ public class PlayState extends LevelState {
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game.batch.draw(lifeSprite, i * 16, 0);
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}
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if (mode == GameState.GHOST_CAUGHT_POINTS_WAIT) {
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if (state == GameState.GHOST_CAUGHT_POINTS_WAIT) {
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game.batch.draw(game.assets.points[0][ghostsCaught-1], (lastGhostCaptured.pos.x * 8) - 8, (lastGhostCaptured.pos.y * 8) + 8);
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} else {
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pacman.render(game.batch, 0, 16);
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}
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if (mode == GameState.ROUND_WON) {
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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) (modeTimer * 4) % 2 == 0? levelBackground : winBackground, 0, 16);
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game.batch.draw((int) (stateTimer * 4) % 2 == 0? levelBackground : winBackground, 0, 16);
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return;
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} else {
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game.batch.draw(levelBackground, 0, 16);
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}
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switch (mode) {
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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 ROUND_WON:
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@ -117,7 +333,7 @@ public class PlayState extends LevelState {
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break;
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default:
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for (Ghost ghost : ghosts) {
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if (mode == GameState.GHOST_CAUGHT_POINTS_WAIT && ghost == lastGhostCaptured) {
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if (state == GameState.GHOST_CAUGHT_POINTS_WAIT && ghost == lastGhostCaptured) {
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game.batch.draw(game.assets.points[0][ghostsCaught - 1], (ghost.pos.x * 8) - 8, (ghost.pos.y * 8) + 8);
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} else {
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ghost.render(game.batch, 0, 16);
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@ -129,7 +345,7 @@ public class PlayState extends LevelState {
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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 (mode) {
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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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@ -155,7 +371,7 @@ public class PlayState extends LevelState {
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dt = 1/60f;
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}
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switch (mode) {
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switch (state) {
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case PLAYING:
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if (frightTimer <= 0) {
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if (scatter || scatterCount < 4) {
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@ -221,206 +437,14 @@ public class PlayState extends LevelState {
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}
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break;
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default:
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modeTimer -= dt;
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if (modeTimer <= 0) {
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modeTransition();
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stateTimer -= dt;
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if (stateTimer <= 0) {
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stateTransition();
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}
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break;
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}
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}
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public void modeTransition() {
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switch (mode) {
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// The mode we're transitioning /from/
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case PRE_NEW_GAME:
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newGame();
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setGameState(GameState.START_ROUND_WAIT);
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break;
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case START_ROUND_WAIT:
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case NEW_ROUND_WAIT:
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startGame();
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setGameState(GameState.PLAYING);
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break;
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case ROUND_WON_WAIT:
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setGameState(GameState.ROUND_WON);
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break;
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case ROUND_WON:
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newRound();
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setGameState(GameState.NEW_ROUND_WAIT);
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break;
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case GAME_OVER:
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preNewGame();
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setGameState(GameState.PRE_NEW_GAME);
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break;
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case GHOST_CAUGHT_POINTS_WAIT:
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setGameState(GameState.PLAYING);
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break;
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case PACMAN_CAUGHT_WAIT:
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game.assets.deathSound.play(1f);
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pacman.alive = false;
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setGameState(GameState.PACMAN_CAUGHT);
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break;
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}
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}
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public void initializeLevel() {
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level = new Level(game,"level");
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pelletCount = level.getTileCount(LevelTile.PELLET) + level.getTileCount(LevelTile.POWER_PELLET);
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pacman = new Pacman(this, false);
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}
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public void initializeRound() {
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scatter = true;
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scatterCount = 1;
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pelletsEaten = 0;
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pelletsEatenSinceDeath = 0;
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pelletsEatenSinceDeathCounterEnabled = false;
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spawnGhosts();
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}
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public void resetField() {
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lives--;
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frightTimer = 0f;
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ghostsCaught = 0;
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lastGhostCaptured = null;
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secondsSinceLastDot = 0;
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scatterChaseTimer = scatter? 7f : 20f;
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random = new Random(897198256012865L);
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pacman = new Pacman(this, false);
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resetGhosts();
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}
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public void preNewGame() {
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score = 0;
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lives = 3;
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round = 1;
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initializeLevel();
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game.assets.beginning.play(1.0f);
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}
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public void newGame() {
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initializeRound();
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resetField();
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}
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public void newRound() {
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initializeLevel();
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initializeRound();
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resetField();
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round++;
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game.assets.siren.stop(sirenId);
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game.assets.beginning_alt.play(1.0f);
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}
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public void startGame() {
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sirenId = game.assets.siren.loop(1.0f);
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pacman.moving = true;
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}
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private void spawnGhosts() {
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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[1] = new Pinky(this, new Vector2(GHOST_SPAWN_POINTS[1]), 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[3] = new Clyde(this, new Vector2(GHOST_SPAWN_POINTS[3]), GHOST_SPAWN_DIRS[3]);
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}
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public void resetGhosts() {
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for (int i = 0; i < 4; i++) {
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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].currDirection = GHOST_SPAWN_DIRS[i];
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ghosts[i].currentPath = null;
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ghosts[i].caught = false;
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ghosts[i].inHouse = i > 0;
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ghosts[i].updateBehaviour();
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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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if (pelletsEaten % 2 == 0) {
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game.assets.chomp_1.play(1.0f);
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} else {
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game.assets.chomp_2.play(1.0f);
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}
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pelletsEaten++;
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pelletCount--;
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if (pelletsEatenSinceDeathCounterEnabled) {
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// Increase global dot counter when enabled
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pelletsEatenSinceDeath++;
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} else {
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// else increment appropriate ghost's individual counter
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for (Ghost ghost : ghosts) {
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// Increment the dot counter of the first encountered ghost in the house
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// Ghosts are ordered Blinky, Pinky, Inky, Clyde. Blinky's inHouse is always false,
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// Increase the dotCounter of only one ghost: the first of the above list still in the house.
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if (!ghost.inHouse) continue;
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ghost.dotCounter++;
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break;
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}
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}
|
||||
|
||||
secondsSinceLastDot = 0;
|
||||
|
||||
if (pelletCount == 0) {
|
||||
setGameState(GameState.ROUND_WON_WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
public void eatPellet(float x, float y) {
|
||||
pelletEaten(x, y);
|
||||
score += 10;
|
||||
}
|
||||
|
||||
public void eatPowerPellet(float x, float y) {
|
||||
pelletEaten(x, y);
|
||||
for (Ghost ghost : ghosts) {
|
||||
if (ghost.currentBehaviour instanceof ReturnToBase) continue;
|
||||
ghost.caught = false;
|
||||
ghost.currentBehaviour = ghost.frightBehaviour;
|
||||
ghost.currDirection = ghost.currDirection.getOpposite();
|
||||
}
|
||||
frightTimer = 6f;
|
||||
ghostsCaught = 0;
|
||||
score += 50;
|
||||
}
|
||||
|
||||
private void pacmanCaught() {
|
||||
game.assets.siren.stop(sirenId);
|
||||
pacman.moving = false;
|
||||
pelletsEatenSinceDeath = 0;
|
||||
pelletsEatenSinceDeathCounterEnabled = true;
|
||||
|
||||
setGameState(GameState.PACMAN_CAUGHT_WAIT);
|
||||
}
|
||||
|
||||
private void ghostCaught(Ghost ghost) {
|
||||
ghost.caught = true;
|
||||
ghost.currentBehaviour = new ReturnToBase(this);
|
||||
|
||||
lastGhostCaptured = ghost;
|
||||
ghostsCaught++;
|
||||
score += ghostsCaught * 200;
|
||||
|
||||
setGameState(GameState.GHOST_CAUGHT_POINTS_WAIT);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void dispose() {
|
||||
Gdx.input.setInputProcessor(null);
|
||||
}
|
||||
|
||||
private final class Controller extends InputAdapter {
|
||||
|
||||
@Override
|
||||
@ -455,35 +479,9 @@ 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;
|
||||
@Override
|
||||
public void dispose() {
|
||||
Gdx.input.setInputProcessor(null);
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user