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Pacman.cpp
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Pacman.cpp
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#include <array>
#include <cmath>
#include <SFML/Graphics.hpp>
#include "Headers/Global.hpp"
#include "Headers/Pacman.hpp"
#include "Headers/MapCollision.hpp"
Pacman::Pacman() :
animation_over(0),
dead(0),
direction(0),
energizer_timer(0),
position({0, 0})
{
//I just realized that I already explained everything in the Ghost class.
//And I don't like to repeat myself.
}
bool Pacman::get_animation_over()
{
return animation_over;
}
bool Pacman::get_dead()
{
return dead;
}
unsigned char Pacman::get_direction()
{
return direction;
}
unsigned short Pacman::get_energizer_timer()
{
return energizer_timer;
}
void Pacman::draw(bool i_victory, sf::RenderWindow& i_window)
{
unsigned char frame = static_cast<unsigned char>(floor(animation_timer / static_cast<float>(PACMAN_ANIMATION_SPEED)));
sf::Sprite sprite;
sf::Texture texture;
sprite.setPosition(position.x, position.y);
if (1 == dead || 1 == i_victory)
{
if (animation_timer < PACMAN_DEATH_FRAMES * PACMAN_ANIMATION_SPEED)
{
animation_timer++;
texture.loadFromFile("Resources/Images/PacmanDeath" + std::to_string(CELL_SIZE) + ".png");
sprite.setTexture(texture);
sprite.setTextureRect(sf::IntRect(CELL_SIZE * frame, 0, CELL_SIZE, CELL_SIZE));
i_window.draw(sprite);
}
else
{
//You can only die once.
animation_over = 1;
}
}
else
{
texture.loadFromFile("Resources/Images/Pacman" + std::to_string(CELL_SIZE) + ".png");
sprite.setTexture(texture);
sprite.setTextureRect(sf::IntRect(CELL_SIZE * frame, CELL_SIZE * direction, CELL_SIZE, CELL_SIZE));
i_window.draw(sprite);
animation_timer = (1 + animation_timer) % (PACMAN_ANIMATION_FRAMES * PACMAN_ANIMATION_SPEED);
}
}
void Pacman::reset()
{
animation_over = 0;
dead = 0;
direction = 0;
animation_timer = 0;
energizer_timer = 0;
}
void Pacman::set_animation_timer(unsigned short i_animation_timer)
{
animation_timer = i_animation_timer;
}
void Pacman::set_dead(bool i_dead)
{
dead = i_dead;
if (1 == dead)
{
//Making sure that the animation starts from the beginning.
animation_timer = 0;
}
}
void Pacman::set_position(short i_x, short i_y)
{
position = {i_x, i_y};
}
void Pacman::update(unsigned char i_level, std::array<std::array<Cell, MAP_HEIGHT>, MAP_WIDTH>& i_map)
{
std::array<bool, 4> walls{};
walls[0] = map_collision(0, 0, PACMAN_SPEED + position.x, position.y, i_map);
walls[1] = map_collision(0, 0, position.x, position.y - PACMAN_SPEED, i_map);
walls[2] = map_collision(0, 0, position.x - PACMAN_SPEED, position.y, i_map);
walls[3] = map_collision(0, 0, position.x, PACMAN_SPEED + position.y, i_map);
if (1 == sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
if (0 == walls[0]) //You can't turn in this direction if there's a wall there.
{
direction = 0;
}
}
if (1 == sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
if (0 == walls[1])
{
direction = 1;
}
}
if (1 == sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
{
if (0 == walls[2])
{
direction = 2;
}
}
if (1 == sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{
if (0 == walls[3])
{
direction = 3;
}
}
if (0 == walls[direction])
{
switch (direction)
{
case 0:
{
position.x += PACMAN_SPEED;
break;
}
case 1:
{
position.y -= PACMAN_SPEED;
break;
}
case 2:
{
position.x -= PACMAN_SPEED;
break;
}
case 3:
{
position.y += PACMAN_SPEED;
}
}
}
if (-CELL_SIZE >= position.x)
{
position.x = CELL_SIZE * MAP_WIDTH - PACMAN_SPEED;
}
else if (CELL_SIZE * MAP_WIDTH <= position.x)
{
position.x = PACMAN_SPEED - CELL_SIZE;
}
if (1 == map_collision(1, 0, position.x, position.y, i_map)) //When Pacman eats an energizer...
{
//He becomes energized!
energizer_timer = static_cast<unsigned short>(ENERGIZER_DURATION / pow(2, i_level));
}
else
{
energizer_timer = std::max(0, energizer_timer - 1);
}
}
Position Pacman::get_position()
{
return position;
}