Refactor N/E/S/W to U/D/L/R
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@ -1,8 +1,8 @@
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package com.me.pacman.entity;
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public enum Direction {
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NORTH,
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SOUTH,
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WEST,
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EAST,
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UP,
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DOWN,
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LEFT,
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RIGHT,
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}
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@ -34,10 +34,10 @@ public abstract class MovableEntity extends Entity {
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if (nextDirection != null) {
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boolean turned = false;
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switch (nextDirection) {
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case NORTH:
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case UP:
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nextTile = state.level.getTile(x, y + 1f);
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if (nextTile == null) {
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if (currDirection == Direction.SOUTH) {
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if (currDirection == Direction.DOWN) {
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turned = true;
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}
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} else if (nextTile.isPassable() && Math.abs(x - ((int) x + 0.5f)) <= tolerance) {
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@ -45,10 +45,10 @@ public abstract class MovableEntity extends Entity {
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turned = true;
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}
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break;
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case EAST:
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case RIGHT:
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nextTile = state.level.getTile(x + 1f, y);
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if (nextTile == null) {
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if (currDirection == Direction.WEST) {
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if (currDirection == Direction.LEFT) {
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turned = true;
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}
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} else if (nextTile.isPassable() && Math.abs(y - ((int) y + 0.5f)) <= tolerance) {
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@ -56,10 +56,10 @@ public abstract class MovableEntity extends Entity {
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turned = true;
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}
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break;
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case SOUTH:
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case DOWN:
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nextTile = state.level.getTile(x, y - 1f);
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if (nextTile == null) {
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if (currDirection == Direction.NORTH) {
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if (currDirection == Direction.UP) {
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turned = true;
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}
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} else if (nextTile.isPassable() && Math.abs(x - ((int) x + 0.5f)) <= tolerance) {
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@ -67,10 +67,10 @@ public abstract class MovableEntity extends Entity {
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turned = true;
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}
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break;
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case WEST:
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case LEFT:
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nextTile = state.level.getTile(x - 1f, y);
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if (nextTile == null) {
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if (currDirection == Direction.EAST) {
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if (currDirection == Direction.RIGHT) {
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turned = true;
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}
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} else if (nextTile.isPassable() && Math.abs(y - ((int) y + 0.5f)) <= tolerance) {
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@ -94,7 +94,7 @@ public abstract class MovableEntity extends Entity {
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float new_x = x;
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switch (currDirection) {
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case NORTH:
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case UP:
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if (currentTile == null && y > state.level.height + 1) {
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new_y = -1f;
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canMove = true;
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@ -104,7 +104,7 @@ public abstract class MovableEntity extends Entity {
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canMove = nextTile == null || nextTile.isPassable();
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}
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break;
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case EAST:
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case RIGHT:
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if (currentTile == null && x > state.level.width + 1) {
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new_x = -1f;
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canMove = true;
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@ -114,7 +114,7 @@ public abstract class MovableEntity extends Entity {
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canMove = nextTile == null || nextTile.isPassable();
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}
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break;
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case SOUTH:
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case DOWN:
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if (currentTile == null && y < 0) {
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new_y = state.level.height + 1;
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canMove = true;
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@ -124,7 +124,7 @@ public abstract class MovableEntity extends Entity {
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canMove = nextTile == null || nextTile.isPassable();
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}
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break;
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case WEST:
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case LEFT:
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if (currentTile == null && x < 0) {
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new_x = state.level.width + 1;
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canMove = true;
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@ -18,7 +18,7 @@ public class Pacman extends MovableEntity {
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public int deathFrame = 0;
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public Pacman(PlayState state, boolean moving) {
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super(state, 14, 7.5f, 7.5f, moving, Direction.WEST, 0.3f);
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super(state, 14, 7.5f, 7.5f, moving, Direction.LEFT, 0.3f);
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this.state = state;
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sprite = state.getGame().assets.pacman;
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death = state.getGame().assets.deathAnimation;
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@ -3,7 +3,6 @@ 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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@ -203,7 +202,7 @@ public class PlayState extends LevelState {
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pacmanCaught = false;
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pacman = new Pacman(this, false);
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ghosts[0] = new Ghost(this, 14, 19.5f, Direction.WEST, 0, null, null, null);
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ghosts[0] = new Ghost(this, 14, 19.5f, Direction.LEFT, 0, null, null, null);
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}
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public void startGame() {
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@ -256,16 +255,16 @@ public class PlayState extends LevelState {
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public boolean keyDown(int keycode) {
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switch (keycode) {
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case Input.Keys.UP:
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pacman.setNextDirection(Direction.NORTH);
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pacman.setNextDirection(Direction.UP);
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break;
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case Input.Keys.DOWN:
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pacman.setNextDirection(Direction.SOUTH);
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pacman.setNextDirection(Direction.DOWN);
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break;
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case Input.Keys.LEFT:
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pacman.setNextDirection(Direction.WEST);
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pacman.setNextDirection(Direction.LEFT);
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break;
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case Input.Keys.RIGHT:
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pacman.setNextDirection(Direction.EAST);
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pacman.setNextDirection(Direction.RIGHT);
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break;
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case Input.Keys.P:
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paused = !paused;
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