📄 pinkghost.cpp
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// PinkGhost.cpp
//
/////////////////////////////////////////////////////////////////////////////
#include "PinkGhost.h"
#include "Pacman.h"
#include "Path.h"
#include "Game.h"
#include "GameState.h"
#include "GhostMoveAtHomeActions.h"
#include "GhostMoveWhenKilledActions.h"
/////////////////////////////////////////////////////////////////////////////
// initialization and cleanup
/////////////////////////////////////////////////////////////////////////////
PinkGhost::PinkGhost() : Ghost(PINK)
{
resetState();
// fills the actions arrays
moveAtHomeAction = new GhostAction*[3];
moveAtHomeAction[0] = new GhostMoveUpAndDownAction();
moveAtHomeAction[1] = new GhostNopAction();
moveAtHomeAction[2] = new GhostExitHomeAction();
moveWhenKilledAction = new GhostAction*[3];
moveWhenKilledAction[0] = new GhostNopAction();
moveWhenKilledAction[1] = new GhostGoHomeAction();
moveWhenKilledAction[2] = new GhostEnterHomeAndEndAction();
}
PinkGhost::~PinkGhost()
{
// deallocates the actions arrays
for (int i = 0; i < 3; i++){
delete moveAtHomeAction[i];
delete moveWhenKilledAction[i];
}
delete[] moveAtHomeAction;
delete[] moveWhenKilledAction;
}
void PinkGhost::initState(bool special)
{
Ghost::initState(special);
if (!special){
posX = 0x80;
posY = 0x7c;
tilePosX = actualTilePosX = 0x2e;
tilePosY = actualTilePosY = 0x2f;
movOffsX = prevMovOffsX = 0;
movOffsY = prevMovOffsY = 1;
orientation = prevOrientation = DOWN;
}
}
/////////////////////////////////////////////////////////////////////////////
// pink ghost AI
/////////////////////////////////////////////////////////////////////////////
void PinkGhost::moveInNormalState()
{
// in odd orientation changes indexes or if we are in demo mode, try to go to pacman position
if (((theGame->indexOrientationChanges & 0x01) == 0x01) || (theGame->states[PLAYING]->substate != 3)){
// calculates new pacman position in 4 movements
destTilePosX = theGame->pacman->tilePosX + 4*theGame->pacman->movOffsX;
destTilePosY = theGame->pacman->tilePosY + 4*theGame->pacman->movOffsY;
// try to go there
Path::calcPath(tilePosX, tilePosY, orientation,
destTilePosX, destTilePosY,
movOffsX, movOffsY, orientation);
} else {
// searchs the best direction to choose to go to the upper right corner
destTilePosX = 0x3b;
destTilePosY = 0x20;
Path::calcPath(tilePosX, tilePosY, orientation, 0x39, 0x1d, movOffsX, movOffsY, orientation);
}
}
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