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📄 blueghost.cpp

📁 VIGASOCO (VIdeo GAmes SOurce COde) Windows port (v0.01)
💻 CPP
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// BlueGhost.cpp
//
/////////////////////////////////////////////////////////////////////////////

#include "BlueGhost.h"
#include "Pacman.h"
#include "Path.h"
#include "Game.h"
#include "GameState.h"
#include "GhostMoveAtHomeActions.h"
#include "GhostMoveWhenKilledActions.h"

/////////////////////////////////////////////////////////////////////////////
// initialization and cleanup
/////////////////////////////////////////////////////////////////////////////

BlueGhost::BlueGhost() : Ghost(BLUE)
{
	resetState();

	// fills the actions arrays

	moveAtHomeAction = new GhostAction*[4];
	moveAtHomeAction[0] = new GhostMoveUpAndDownAction();
	moveAtHomeAction[1] = new GhostNopAction();
	moveAtHomeAction[2] = new GhostExitHomeAction();
	moveAtHomeAction[3] = new GhostMoveFromLeftToCenterAction();

	moveWhenKilledAction = new GhostAction*[4];
	moveWhenKilledAction[0] = new GhostNopAction();
	moveWhenKilledAction[1] = new GhostGoHomeAction();
	moveWhenKilledAction[2] = new GhostGoHomeAndContinueAction();
	moveWhenKilledAction[3] = new GhostMoveToLeftHomeSideAction();
}

BlueGhost::~BlueGhost()
{
	// deallocates the actions arrays

	for (int i = 0; i < 4; i++){
		delete moveAtHomeAction[i];
		delete moveWhenKilledAction[i];
	}

	delete[] moveAtHomeAction;
	delete[] moveWhenKilledAction;
}

void BlueGhost::initState(bool special)
{
	Ghost::initState(special);

	if (!special){
		posX = 0x90;
		posY = 0x7c;
		tilePosX = actualTilePosX = 0x30;
		tilePosY = actualTilePosY = 0x2f;
		movOffsX = prevMovOffsX = 0;
		movOffsY = prevMovOffsY = -1;
		orientation = prevOrientation = UP;
	}
}

/////////////////////////////////////////////////////////////////////////////
// blue ghost AI
/////////////////////////////////////////////////////////////////////////////

void BlueGhost::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 2 movements
		int newPacmanPosX = theGame->pacman->tilePosX + 2*theGame->pacman->movOffsX;
		int newPacmanPosY = theGame->pacman->tilePosY + 2*theGame->pacman->movOffsY;
		destTilePosX = 2*newPacmanPosX - theGame->ghost[RED]->tilePosX;
		destTilePosY = 2*newPacmanPosY - theGame->ghost[RED]->tilePosY;

		// tries to move where pacman will go if he goes away from red ghost
		Path::calcPath(tilePosX, tilePosY, orientation, 
					destTilePosX, destTilePosY,
					movOffsX, movOffsY, orientation);
	} else {
		// searchs the best direction to choose to go to the lower right corner
		destTilePosX = 0x20;
		destTilePosY = 0x40;
		Path::calcPath(tilePosX, tilePosY, orientation, 0x20, 0x40, movOffsX, movOffsY, orientation);
	}
}

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