示例#1
0
文件: main.cpp 项目: yagi/satori
int main() {
	
#ifdef	_DEBUG
	//メモリリークの検出(_DEBUGが定義されていた場合のみ有効です。)
	int tmpDbgFlag;
	tmpDbgFlag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG);
	//tmpDbgFlag |= _CRTDBG_DELAY_FREE_MEM_DF;
	tmpDbgFlag |= _CRTDBG_ALLOC_MEM_DF;
	tmpDbgFlag |= _CRTDBG_LEAK_CHECK_DF;
	_CrtSetDbgFlag(tmpDbgFlag);

	//_CrtSetBreakAlloc(45109);
#endif



	Ghost* g = new Ghost;

	cout << g->request("OnBoot") << endl;
	cout << g->request("OnDoubleClick") << endl;
	//cout << ghost.request("OnNadeCopy") << endl;

	delete g;

	return	0;
}
示例#2
0
	/*! constructor from another Ghost
	 *
	 * \param g ghost
	 *
	 */
	template <typename S> inline Ghost(const Ghost<dim,S> & g)
	{
		for (size_t i = 0 ; i < dim ; i++)
		{
			this->setLow(i,g.getLow(i));
			this->setHigh(i,g.getHigh(i));
		}
	}
示例#3
0
void InvertDirectionMessage::execute(Logic* logic){
  std::vector<Entity*> entityVector = logic->getEntityVector();
  for(unsigned int i = 0; i < entityVector.size(); i++){
    Entity *currentEntity = entityVector[i];
    if(currentEntity->getType() == GHOST){
      Ghost *currentGhost = static_cast<Ghost*>(currentEntity);
      currentGhost->invertTravelDirection();
      currentGhost->move(0, 1);
    }
  }
}
void WorldGenerator::AddGhost( float _x, float _y, D3DXVECTOR3 _dest, int _mod )
{
	Ghost* ghost = new Ghost( mGFS->quadtree ); 
	mGFS->mGhost.push_back( ghost );

	ghost->pacM = mGFS->mPacMan;
	ghost->temp = _dest;
	ghost->mModel = mResources->getModel( _mod );
	ghost->mPosition = D3DXVECTOR3( _x, 0, _y );
	ghost->Initialize( md3dManager );
}
示例#5
0
/*! \brief Calculate parameters for the symmetric cell list
 *
 * \param[in] dom Simulation domain
 * \param[out] cd_sm This cell-decomposer is set according to the needed division
 * \param[in] g Ghost part extension
 * \param[out] pad required padding for the cell-list
 *
 * \return the processor bounding box
 */
template<unsigned int dim, typename St> static inline void cl_param_calculateSym(const Box<dim,St> & dom, CellDecomposer_sm<dim,St,shift<dim,St>> & cd_sm, Ghost<dim,St> g, size_t & pad)
{
	size_t div[dim];

	for (size_t i = 0 ; i < dim ; i++)
		div[i] = (dom.getHigh(i) - dom.getLow(i)) / g.getHigh(i);

	g.magnify(1.013);

	pad = 1;

	cd_sm.setDimensions(dom,div,pad);
}
示例#6
0
void CameraDefend::Update() {
	dotAngle += 5;
	if (dotAngle > 359)
		dotAngle = 0;

	Ghost* ghost = getGameState()->getGhost();

	if (ghost != NULL && ghost->isAttackDefendable() && !(ghost->getAttack() == NULL || ghost->getAttack()->isOver())) {
		if (!active) {
			reinit();
		}
		active = true;
		getFightTutorial()->triggerTutorial(TUTORIAL_DEFEND);
	} else {
		active = false;
	}
}
示例#7
0
/*! \brief Calculate parameters for the symmetric cell list
 *
 * \param[in] dom Simulation domain
 * \param[output] cd_sm This cell-decomposer is set according to the needed division
 * \param[in] g Ghost dimensions
 * \param[output] pad required padding for the cell-list
 *
 * \return the processor bounding box
 */
template<unsigned int dim, typename St> static inline void cl_param_calculateSym(const Box<dim,St> & dom, CellDecomposer_sm<dim,St,shift<dim,St>> & cd_sm, Ghost<dim,St> g, St r_cut, size_t & pad)
{
	size_t div[dim];

	for (size_t i = 0 ; i < dim ; i++)
		div[i] = (dom.getHigh(i) - dom.getLow(i)) / r_cut;

	g.magnify(1.013);

	// Calculate the maximum padding
	for (size_t i = 0 ; i < dim ; i++)
	{
		size_t tmp = std::ceil(fabs(g.getLow(i)) / r_cut);
		pad = (pad > tmp)?pad:tmp;

		tmp = std::ceil(fabs(g.getHigh(i)) / r_cut);
		pad = (pad > tmp)?pad:tmp;
	}

	cd_sm.setDimensions(dom,div,pad);
}
示例#8
0
void CameraDefend::Motion(int32 x, int32 y, uint32 id) {
	if (!isActive()) return;
	Ghost* ghost = getGameState()->getGhost();

	CIwFVec2 drawEnd = CIwFVec2(x, y);

	bool dotsCollideWithDrawing = 
		(dotCollides(&dotVertsTopLeftLeft, &dotVertsSizeLeft,  touch[id]->drawStart) && dotCollides(&dotVertsTopLeftRight, &dotVertsSizeRight, drawEnd)) ||
		(dotCollides(&dotVertsTopLeftRight, &dotVertsSizeRight, touch[id]->drawStart) && dotCollides(&dotVertsTopLeftLeft, &dotVertsSizeLeft,  drawEnd));

	if (dotsCollideWithDrawing) {
		active = false;
		if (ghost->getAttack() != NULL)
			defended = true;
			ghost->getAttack()->setDefended();

		/*IwTrace(GHOST_HUNTER, ("Player defend drawing %s; coords %.0f.%.0f to %.0f.%.0f - dot left coord %.0f.%.0f right coord %.0f.%.0f", 
			dotsCollideWithDrawing ? "accpeted" : "rejected",
			drawStart.x, drawStart.y, drawEnd.x, drawEnd.y, defendVertsLeft[0].x, defendVertsLeft[0].y,
			defendVertsRight[0].x, defendVertsRight[0].y));*/
	}
}
示例#9
0
文件: Ghost.cpp 项目: tmandry/adage
void Ghost::updateEvent(double secsElapsed)
{
	if (!mTarget) newTarget();

	//check if we caught them
	if (mTarget && distanceSq(pos(), mTarget->pos()) < 9.0) {
		mTarget->remove();

		Ghost* victim = new Ghost(mTarget->pos(), world());
		victim->setVelocity(mTarget->velocity());

		++mKillCount;
		if (mKillCount % 3 == 0) new DormantGhostPortal(pos(), world());

		newTarget();
	}

	newTargetTimer += secsElapsed;
	if (newTargetTimer > 30) newTarget();

	assert(mTarget || !(mPursue->isOn()));
	Actor::updateEvent(secsElapsed);
}
示例#10
0
int main()
{
	int scale = 3;
	int counter = 0;
	int counter2 = 0;
	int currentDirection = 0;
	int ballIndex = 0;
	int score = 0;
	int outOfBoxCounter = 0;
	const int maxBallCount = 245;
	bool wait = true;
	int positionGhost = 280;
	bool pinkOutBox = false;
	Clock boxClock;
	Clock introClock;
	Clock afraidClock;

	enum Status
	{
		Stopped,
		Paused,
		Playing
	};
	sf::RenderWindow window(sf::VideoMode(224 * scale, 288 *scale), "Pacman");
	window.setFramerateLimit(30);
				
				
	//***************************************************
	sf::Texture whiteGhost;

	if (!whiteGhost.loadFromFile("Images/whiteGhost.png"))
	{
		cout << "Error\n";
	}

	//pinky:
	std::vector<Ghost>::iterator ghostIter;
	std::vector<Ghost> ghostArray;

	Ghost pink;
	sf::IntRect rectPinkSprite(0, 0, 24, 24);
	sf::Texture pinkText;

	if (!pinkText.loadFromFile("Images/redGhost.png"))
	{
		std::cout << "Error\n";
	}
	pink.sprite.setTexture(pinkText);
	pink.sprite2.setTexture(whiteGhost);
	pink.sprite.setTextureRect(rectPinkSprite);
	pink.sprite2.setTextureRect(rectPinkSprite);
	pink.setPosition(positionGhost, 410);

	ghostArray.push_back(pink);


	Ghost inky;
	sf::IntRect rectInkySprite(0, 0, 24, 24);
	sf::Texture inkyText;
	inky.setPosition(positionGhost + 30, 410);

	if (!inkyText.loadFromFile("Images/blueGhost2.png"))
	{
		std::cout << "Error\n";
	}

	inky.sprite.setTexture(inkyText);
	inky.sprite2.setTexture(whiteGhost);
	inky.sprite2.setTextureRect(rectInkySprite);
	inky.sprite.setTextureRect(rectInkySprite);
	ghostArray.push_back(inky);


	Ghost blinky;
	sf::IntRect rectBlinkySprite(0, 0, 24, 24);
	sf::Texture blinkyText;
	blinky.setPosition(positionGhost + 60, 410);

	if (!blinkyText.loadFromFile("Images/pinkGhost.png"))
	{
		std::cout << "Error\n";
	}

	blinky.sprite.setTexture(blinkyText);
	blinky.sprite2.setTexture(whiteGhost);
	blinky.sprite2.setTextureRect(rectBlinkySprite);
	blinky.sprite.setTextureRect(rectBlinkySprite);
	ghostArray.push_back(blinky);


	Ghost clyde;
	sf::IntRect rectClydeSprite(0, 0, 24, 24);
	sf::Texture clydeText;
	clyde.setPosition(positionGhost + 90, 410);

	if (!clydeText.loadFromFile("Images/orangeGhost.png"))
	{
		std::cout << "Error\n";
	}

	clyde.sprite.setTexture(clydeText);
	clyde.sprite2.setTexture(whiteGhost);
	clyde.sprite2.setTextureRect(rectClydeSprite);
	clyde.sprite.setTextureRect(rectClydeSprite);
	ghostArray.push_back(clyde);




	//****************************************************

	//***************************************************
	//Loading in Map to position the walls
	std::ifstream fin;
	fin.open("level.txt");
	int val;
	if (fin.fail())
	{
		cout << "Error couldn't load file" << endl;
	}
	//***************************************************
	//balls:
	
	Ball ball;
	std::vector<Ball>::iterator ballIter;
	std::vector<Ball> ballArray;


	sf::IntRect rectBallSprite(0, 0, 24, 24);
	sf::Texture ballText;

	sf::Texture largePalletText;

	if (!ballText.loadFromFile("Images/pellets.png"))
	{
		std::cout << "Error\n";
	}
	if (!largePalletText.loadFromFile("Images/largePellet.png"))
	{
		std::cout << "Error\n";
	}

	
	
	//***************************************************
	// Setting up the tile that represent the walls
	//Positioning the walls in the map
	std::vector<Tile>::const_iterator tileIter;
	std::vector<Tile> tileArray;

	Tile tile;

	sf::Vector2i Grid(28 * scale, 36 * scale);

	for (int y = 0; y < 36; y++)
	{
		for (int x = 0; x < 28; x++)
		{
			fin >> val;
			cout << val;
			if (val == 1)
			{
				tile.update(x, y);
				tileArray.push_back(tile);
			}
			//setting coordinates for 250 ball objects in array
			
			if (((y >= 4 && y < 12) || (y >= 12 && (x == 6 || x == 21)) || (y >= 23 && y < 34))
				&& (val == 0) && (ballIndex < maxBallCount))
			{
				ball.setXYPosition(x * 24 + 3, y * 24 + 3);
				ball.sprite.setTexture(ballText);
				ball.sprite.setTextureRect(rectBallSprite);
				ball.setLargePellet(false);
				ballArray.push_back(ball);
				ballIndex++;
			}
			else if (val == 3)
			{
				ball.setXYPosition(x * 24 + 3, y * 24 + 3);
				ball.sprite.setTexture(largePalletText);
				ball.sprite.setTextureRect(rectBallSprite);
				ball.setLargePellet(true);
				ballArray.push_back(ball);
				ballIndex++;

			}
			
		}
	}
	//Setting up the walls for when pacman goes through the tunnel
	tile.update(-1, 16);
	tileArray.push_back(tile);
	tile.update(28, 16);
	tileArray.push_back(tile);

	tile.update(-1, 18);
	tileArray.push_back(tile);
	tile.update(28, 18);
	tileArray.push_back(tile);

	fin.close();
	//****************************************************
	//Background Setup:
	sf::Texture background;

	if (!background.loadFromFile("Images/pacmanMap.png"))
	{
		std::cout << "Error\n";
	}
	sf::Sprite map(background);
	map.scale(scale, scale);

	//******************************************************
	//Loading up the waka waka sound
	sf::SoundBuffer playsiren;
	if (!playsiren.loadFromFile("Sound/Pacman_Siren.wav"))
	{
		std::cout << "Couldn't load sound file.\n";
	}
	Sound siren;
	siren.setBuffer(playsiren);

	//******************************************************
	//Loading up the starting music
	sf::SoundBuffer buffer;
	if (!buffer.loadFromFile("Sound/PacmanIntro.wav"))
	{
		std::cout << "Couldn't load sound file.\n";
	}
	Sound introMusic;
	introMusic.setBuffer(buffer);
	//*******************************************************
	//Loading up the waka waka sound
	sf::SoundBuffer wakaWaka;
	if (!wakaWaka.loadFromFile("Sound/Pacman_Waka_WakaV2.wav"))
	{
		std::cout << "Couldn't load sound file.\n";
	}
	Sound waka;
	waka.setBuffer(wakaWaka);

	//********************************************************
	//Player setup and Loading up the pacman image
	//Setting up the demensions of the sprite
	sf::IntRect rectSourceSprite(0, 0, 24, 24);

	Player player;
	sf::Texture pacText;
	if ( !pacText.loadFromFile( "Images/pacmanDirections.png" ) )
	{
		std::cout << "Error\n";
	}

	player.sprite.setTexture(pacText);
	player.sprite.setTextureRect(rectSourceSprite);
	//********************************************************
	//Lives
	sf::IntRect rectLiveSprite(24, 0, 24, 24);
	sf::Sprite live1;


	live1.setTexture(pacText);
	live1.setTextureRect(rectLiveSprite);
	live1.setOrigin(-600, -45);

	sf::Sprite live2;
	live2.setTexture(pacText);
	live2.setTextureRect(rectLiveSprite);
	live2.setOrigin(-624, -45);
	//********************************************************
	sf::IntRect recCherrieSprite(0, 0, 24, 24);
	sf::Texture cherrieText;
	if (!cherrieText.loadFromFile("Images/Cherrie2.png"))
	{
		std::cout << "Error\n";
	}
	Character cherrie;
	cherrie.sprite.setTexture(cherrieText);
	cherrie.sprite.setTextureRect(recCherrieSprite);
	cherrie.sprite.setOrigin(-100, -90);

	//********************************************************
	//Set Tiles to Grid 
	sf::Texture setGridTexture;
	sf::Sprite setGridSprite;
	setGridSprite.setTexture(setGridTexture);
	setGridSprite.setColor(sf::Color::Black);

	//*******************************************************
	//Creating a Grid
	//Creating a Texture and a sprite
	sf::RectangleShape tempGridSpriteOutline;
	tempGridSpriteOutline.setOutlineColor(sf::Color::White);
	tempGridSpriteOutline.setOutlineThickness(0.5);
	tempGridSpriteOutline.setFillColor(sf::Color::Transparent);
	tempGridSpriteOutline.setSize(sf::Vector2f(8 * scale, 8 * scale));

	sf::Font font;
	if (!font.loadFromFile("pacfont.ttf"))
	{
		cout << "fail" << endl;


	}
	sf::Font font2;
	if (!font2.loadFromFile("consola.ttf"))
	{
		cout << "fail" << endl;


	}
	sf::Text text;
	text.setFont(font);
	text.setString("score");
	text.setCharacterSize(43);
	text.setColor(sf::Color::White);
	text.setOrigin(-40, 0);
	
	Menu menu(window.getSize().x, window.getSize().y);
	Gameover gameover(window.getSize().x, window.getSize().y);

	while (window.isOpen())
	{
		sf::Event event;
		while (window.pollEvent(event) || menu.getIsMenuOn())
		{
			if (event.type == sf::Event::Closed)
				window.close();
			//********************************************************************
			//Creating the menu 
			if (menu.getIsMenuOn())
			{
				window.clear();
				menu.draw(window);
				window.display();
				switch (event.type)
				{
					case sf::Event::KeyReleased:
						switch (event.key.code)
						{
						case sf::Keyboard::Up:
							menu.moveUp();
							break;
						case sf::Keyboard::Down:
							menu.moveDown();
							break;
						case sf::Keyboard::Return:
							switch (menu.getPressedItem())
							{
							case 0:
								wait = true;
								introMusic.play();
								introClock.restart();
								menu.setIsMenuOn(false);
								break;
							case 1:
								window.close();
								break;
							}
						}

				}

			}// end of menu if statement
		} // of event for loop
		//***********************************************************************

		//Display the gameover screen once the player runs out of lives
		if (player.getLives() <= 1)
		{
			sf::RenderWindow window2(sf::VideoMode(224 * scale, 288 * scale), "Game Over");
			while (window2.isOpen())
			{
				window.close();

				while (window2.pollEvent(event))
				{
					if (event.type == sf::Event::Closed)
						window2.close();
					//********************************************************************
					//Creating the menu 

					//window2.clear();
					gameover.draw(window2);
					window2.display();



				}
			}
		}


		window.clear();

		//drawing background
		window.draw(map);
		// this font is for the number, since the other font i downloaded didnt have numbers in it
		sf::Text mytext;
		mytext.setFont(font2);//set the object to the new text
		std::stringstream ss;//converts a interger into a string
		ss << score;
		mytext.setString(ss.str().c_str());
		mytext.setColor(sf::Color::White);
		mytext.setCharacterSize(55);
		mytext.setOrigin(-80, 0);
		window.draw(mytext);
		//window.draw(cherrie.sprite);


		//Draw Grid
		for (int i = 0; i < Grid.x; i++)
		{
			for (int j = 0; j < Grid.y; j++)
			{
				tempGridSpriteOutline.setPosition(i * 8 * scale, j * 8 * scale);
				//window.draw(tempGridSpriteOutline);
			}
		}
		counter = 0;
		//******************************************************
		//Draws tiles throughout the map
		for (tileIter = tileArray.begin(); tileIter != tileArray.end(); tileIter++)
		{
			//window.draw(tileArray[counter].rect);
			counter++;
		}

		//***************************************************
		//Allows the player to move

		player.updateMovement();
		player.update();

		//*****************************************************
		//This gets the ghost out of the box at the start of the game.
		for (ghostIter = ghostArray.begin(); ghostIter < ghostArray.end(); ghostIter++)
		{
			if (outOfBoxCounter < 4)
			{
				switch (outOfBoxCounter)
					{
				case (0) : if (boxClock.getElapsedTime().asSeconds() > 4 &&
								boxClock.getElapsedTime().asSeconds() < 4.6 &&
								!ghostArray[outOfBoxCounter].getOutOfBox())
							{
								ghostArray[outOfBoxCounter].setDirec(2);
							}

						   else if (boxClock.getElapsedTime().asSeconds() > 4.6
							   && boxClock.getElapsedTime().asSeconds() < 4.7
							   && !pinkOutBox)
						   {
							   ghostArray[outOfBoxCounter].setDirec(4);
							   //ghostArray[outOfBoxCounter].setOutOfBox(true);
							   boxClock.restart();
							   outOfBoxCounter++;
						   }
						break;
				case(1) : if (boxClock.getElapsedTime().asSeconds() > 4 &&
								boxClock.getElapsedTime().asSeconds() < 4.2 &&
								!ghostArray[outOfBoxCounter].getOutOfBox())
						{
								ghostArray[outOfBoxCounter].setDirec(2);
						}

						else if (boxClock.getElapsedTime().asSeconds() > 4.2
							&& boxClock.getElapsedTime().asSeconds() < 4.4
							&& !pinkOutBox)
						{
							ghostArray[outOfBoxCounter].setDirec(4);
							//ghostArray[outOfBoxCounter].setOutOfBox(true);
							boxClock.restart();
							outOfBoxCounter++;
						}
						break;

				case(2) : if (boxClock.getElapsedTime().asSeconds() > 4 &&
							boxClock.getElapsedTime().asSeconds() < 4.2 &&
							!ghostArray[outOfBoxCounter].getOutOfBox())
						{
							ghostArray[outOfBoxCounter].setDirec(3);
						}

						 else if (boxClock.getElapsedTime().asSeconds() > 4.2
							  && boxClock.getElapsedTime().asSeconds() < 4.4
							  && !pinkOutBox)
						 {
							  ghostArray[outOfBoxCounter].setDirec(4);
							  //ghostArray[outOfBoxCounter].setOutOfBox(true);
							  boxClock.restart();
							  outOfBoxCounter++;
						 }
						break;
				case(3) : if (boxClock.getElapsedTime().asSeconds() > 4 &&
							boxClock.getElapsedTime().asSeconds() < 4.5 &&
							!ghostArray[outOfBoxCounter].getOutOfBox())
						{
							ghostArray[outOfBoxCounter].setDirec(3);
						}

						 else if (boxClock.getElapsedTime().asSeconds() > 4.5
							  && boxClock.getElapsedTime().asSeconds() < 4.7
							  && !pinkOutBox)
						 {
							  ghostArray[outOfBoxCounter].setDirec(4);
							  //ghostArray[outOfBoxCounter].setOutOfBox(true);
							  boxClock.restart();
							  outOfBoxCounter++;
						 }
						break;
					}
			}

		}


		

		//*************************************************
		//Tunnel mirror
		if (player.rect.getPosition().x <= -14)
		{
			//cout << "Out of the box" << endl;
			player.rect.setPosition(682, player.rect.getPosition().y);
		}
		else if (player.rect.getPosition().x >= 680)
		{
			player.rect.setPosition(-15, player.rect.getPosition().y);
		}

		//***************************************************
		// Wall detection when player collides with a wall
		counter = 0;
		for (tileIter = tileArray.begin(); tileIter != tileArray.end(); tileIter++)
		{
			if ((player.sprite.getPosition().x >= 300 && player.sprite.getPosition().x <= 360) &&
				(player.sprite.getPosition().y <= 370 && player.sprite.getPosition().y >= 351) && player.getDirection() == 2)
			{
				if (player.getDirection() == 2)
				{
					player.rect.move(0, -7);
					break;
				}
			}

			if (player.rect.getGlobalBounds().intersects(tileArray[counter].rect.getGlobalBounds()))
			{
				//cout << "Wall HIT AT: "<< tileArray[counter].rect.getPosition().x << "," << tileArray[counter].rect.getPosition().y << endl;
				currentDirection = player.getDirection();
				switch (currentDirection)
				{
				case 1: player.rect.move(0, 3);
					break;
				case 2: player.rect.move(0, -3);
					break;
				case 3: player.rect.move(3, 0);
					break;
				case 4:	player.rect.move(-3, 0);
					break;
				default:
					break;
				}
			}

			counter++;
		}//end for loop
		

		//********************************************************************
		//Changes the direction of the ghost once it hits a wall.
		counter = 0;
		counter2 = 0;
		bool hit = false;
		for (ghostIter = ghostArray.begin(); ghostIter != ghostArray.end(); ghostIter++)
		{
			ghostArray[counter].setHitWall(false);
			ghostArray[counter].isDownDirectBlock = false;
			ghostArray[counter].isUpDirectBlock = false;
			ghostArray[counter].isLeftDirectBlock = false;
			ghostArray[counter].isRightDirectBlock = false;

			for (tileIter = tileArray.begin(); tileIter != tileArray.end(); tileIter++)
			{
				if(ghostArray[counter].dirRect.getGlobalBounds().intersects(tileArray[counter2].rect.getGlobalBounds()))
				{
					ghostArray[counter].setHitWall(true);
					
					if (ghostArray[counter].rect.getGlobalBounds().intersects(tileArray[counter2].rect.getGlobalBounds()) && ghostArray[counter].getOutOfBox())
					{
					//cout << "Wall hit" << counter << endl;
					//currentDirection = player.getDirection();
					switch (ghostArray[counter].getDirection2())
					{
						case 1: ghostArray[counter].rect.move(0, -3);
						//ghostArray[counter].setDirec(4);
							break;
						case 2: ghostArray[counter].rect.move(-3, 0);
						//ghostArray[counter].setDirec(3);
							break;
						case 3: ghostArray[counter].rect.move(3, 0);
						//ghostArray[counter].setDirec(2);
							break;
						case 4:	ghostArray[counter].rect.move(0, 3);
						//ghostArray[counter].setDirec(1);
							break;
						default:
							break;
					}
					}
				}

				if (ghostArray[counter].upRect.getGlobalBounds().intersects(tileArray[counter2].rect.getGlobalBounds()) &&
					(ghostArray[counter].dirRect.getGlobalBounds().intersects(tileArray[counter2].rect.getGlobalBounds())))
				{
					ghostArray[counter].isUpDirectBlock = true;
					ghostArray[counter].setOutOfBox(true);
					hit = true;
					//ghostArray[counter].rect.move(0, 3);
				}
				if (ghostArray[counter].downRect.getGlobalBounds().intersects(tileArray[counter2].rect.getGlobalBounds()) &&
					(/*ghostArray[counter].rect.getGlobalBounds().intersects(tileArray[counter2].rect.getGlobalBounds())) &&*/ ghostArray[counter].getOutOfBox()))
				{
					ghostArray[counter].isDownDirectBlock = true;
					//ghostArray[counter].rect.move(0, -3);
				}
				if (ghostArray[counter].rightRect.getGlobalBounds().intersects(tileArray[counter2].rect.getGlobalBounds()) &&
					(/*ghostArray[counter].rect.getGlobalBounds().intersects(tileArray[counter2].rect.getGlobalBounds())) &&*/ ghostArray[counter].getOutOfBox()))
				{
					ghostArray[counter].isRightDirectBlock = true;
					//ghostArray[counter].rect.move(-3, 0);
				}
				if (ghostArray[counter].leftRect.getGlobalBounds().intersects(tileArray[counter2].rect.getGlobalBounds()) &&
					(/*ghostArray[counter].rect.getGlobalBounds().intersects(tileArray[counter2].rect.getGlobalBounds())) &&*/ ghostArray[counter].getOutOfBox()))
				{
					ghostArray[counter].isLeftDirectBlock = true;
					//ghostArray[counter].rect.move(3, 0);
				}
				ghostArray[counter].update();

				if (ghostArray[counter].getOutOfBox() && ghostArray[counter].getHitWall())
				{
					//cout << "Wall hit" << endl;
					ghostArray[counter].randomMovement();
				}
							
				counter2++;
			}//end inside for loop
			
			/*
			window.draw(ghostArray[counter].rect);
			window.draw(ghostArray[counter].upRect);
			window.draw(ghostArray[counter].downRect);
			window.draw(ghostArray[counter].leftRect);
			window.draw(ghostArray[counter].rightRect);
			
			window.draw(ghostArray[counter].dirRect);
			*/

			counter2 = 0;
			counter++;
		}// end for loop
		//***************************************************
		//This where the ghost are allowed to move.
		counter = 0;
		for (ghostIter = ghostArray.begin(); ghostIter != ghostArray.end(); ghostIter++)
		{
			ghostArray[counter].moving1();

			counter++;
		}
		//***************************************************
		// If the ghost are blue and eaten by pacman, then the ghost are placed back inside the box
		counter = 0;
		if (ghostArray[0].getIsAfraid())
		{
			for (ghostIter = ghostArray.begin(); ghostIter != ghostArray.end(); ghostIter++)
			{
				//send the ghost back inside the box
				if (player.sprite.getGlobalBounds().intersects(ghostArray[counter].sprite.getGlobalBounds()))
				{
					ghostArray[counter].setOutOfBox(false);
					ghostArray[counter].setPosition(positionGhost + 60, 410);
					score = score + 100;
					break;
				}
				counter++;
			}
		}
		//***************************************************
		//player touches ghost decrease the lifes by one
		int counter = 0;
		for (ghostIter = ghostArray.begin(); ghostIter != ghostArray.end(); ghostIter++)
		{
			//decrements lives if pacman hits ghost
			if (player.sprite.getGlobalBounds().intersects(ghostArray[counter].sprite.getGlobalBounds()) &&
				!ghostArray[counter].getIsAfraid())
			{
				player.sprite.setPosition(sf::Vector2f(14 * 24, 20 * 24 + 4));
				player.rect.setPosition(sf::Vector2f(14 * 24, 20 * 24 + 4));
				if (player.getLives() == 2)
				{
					live1.setOrigin(30, 0);
					player.setLives(player.getLives() - 1);

				}
				//player.sprite.setOrigin(14 * 24, 20 * 24 + 4);

				else if (player.getLives()>  1)
				{
					live2.setOrigin(30, 0);

					//player.sprite.setOrigin(14 * 24, 20 * 24 + 4);
					player.setLives(player.getLives() - 1);
				}

			}
			counter++;
		}

		//GameOver Display
		if (player.getLives() <= 0)
		{
			window.close();
			window.clear();
			gameover.draw(window);
			window.display();


		}// end of menu if statement

		//***************************************************
		// If player intersects with ball:
		counter = 0;
		counter2 = 0;
		for (ballIter = ballArray.begin(); ballIter != ballArray.end(); ballIter++)
		{
			if (player.rect.getGlobalBounds().intersects(ballArray[counter].rect.getGlobalBounds()))
			{
				ballArray[counter].setIsShowing(false);
				//Turn the ghost blue if the pacman eats a large pallet
				if (ballArray[counter].getIsLargePellet())
				{
					afraidClock.restart();
					for (ghostIter = ghostArray.begin(); ghostIter != ghostArray.end(); ghostIter++)
					{
						ghostArray[counter2].setIsAfraid(true);
						counter2++;
					}
					counter2 = 0;

				}
				if (introClock.getElapsedTime().asSeconds() >= 0.41)//introClock restarts
				{
					waka.play();
					//siren.stop();
					introClock.restart();
				}
				score++;
			}
			counter++;
		}// end for loop


		//This deletes the ball from the map
		counter = 0;
		for (ballIter = ballArray.begin(); ballIter != ballArray.end(); ballIter++)
		{
			if (!ballArray[counter].getIsShowing())
			{
				ballArray.erase(ballIter);
				break;
			}
			counter++;
		}// end for loop
		//**************************************************
	


		//**************************************************
		//reset ghost to their original sprite once time runs out
		counter = 0;
		if (afraidClock.getElapsedTime().asSeconds() > 8.0)
		{
			for (ghostIter = ghostArray.begin(); ghostIter != ghostArray.end(); ghostIter++)
			{
				ghostArray[counter].setIsAfraid(false);
				counter++;
			}
		}
		//**************************************************
		// If the siren is paused, unpause it
		if (siren.getStatus() == 0 && introClock.getElapsedTime().asSeconds() > 0.47)
		{
			siren.play();
		}
		//***************************************************
		//cherrie
		if (player.rect.getGlobalBounds().intersects(cherrie.sprite.getGlobalBounds()))
		{
			score += 100;
			cherrie.sprite.setPosition(-100, -50);
		}
		//ball drawn to screen:
		counter = 0;
		for (ballIter = ballArray.begin(); ballIter != ballArray.end(); ballIter++)
		{
			if (ballArray[counter].getIsShowing() == true)
			{
				window.draw(ballArray[counter].sprite);
				ballArray[counter].update();

				//window.draw(ballArray[ix].rect);
			}
			counter ++;
				
		}
		
		//**************************************************************
		//window.draw(player.rect2);
		//drawing the player sprite
		window.draw(player.sprite);
		//drawint the lives
		window.draw(live1);
		window.draw(live2);
		window.draw(cherrie.sprite);
		//window.draw(player.rect);
		//cout << "Player position: " << player.rect.getPosition().x << ", " << player.rect.getPosition().y << endl;
		//****************************************************************
		//Draws ghost to the screen. If they are afraid then the blue sprite shows up instead
		counter = 0;
		for (ghostIter = ghostArray.begin(); ghostIter != ghostArray.end(); ghostIter++)
		{
			if (!ghostArray[counter].getIsAfraid())
			{
				window.draw(ghostArray[counter].sprite);
			}
			else
			{
				window.draw(ghostArray[counter].sprite2);
			}
			//window.draw(ghostArray[counter].rect);
			counter++;
		}

		//*********************************************************
		
		//*********************************************************	
		window.display();
		while (introClock.getElapsedTime().asSeconds() <= 4.0 && wait)
		{
			boxClock.restart();
		}
		if (introClock.getElapsedTime().asSeconds() >= 4.1  && wait)
		{
			siren.setLoop(true);
			siren.play();
		}
		wait = false;

		if (player.getLives() < 1)
		{
			introClock.restart();
			while (introClock.getElapsedTime().asSeconds() < 6.0)
			{
				gameover.draw(window);
				window.display();
			}
			wait = true;
		}
		//cout << ballArray.size() << endl;
		
	}

	return 0;
}
示例#11
0
void Logic::processGhostMovement(Ghost &ghost, Maze &maze)
{
	if(ghost.getWay().size() == 0)
		return;

	if(ghost.isPointReached())
		ghost.iter = 0;

	int X = 0;
	int Y = 0;

	//_movingVector.setXY(0,0);

	if(ghost.iter != ghost.getWay().size() -1)
	{
		ghost.setIsPointReached(false);

		if(ghost.getWay()[ghost.iter]->direction == Direction::UP || ghost.getWay()[ghost.iter]->direction == Direction::LEFT)
		{
			X = ghost.getBoundingBox().bottom.x;
			Y = ghost.getBoundingBox().bottom.y;
		}

		else if(ghost.getWay()[ghost.iter]->direction == Direction::DOWN || ghost.getWay()[ghost.iter]->direction == Direction::RIGHT)
		{
			X = ghost.getBoundingBox().top.x;
			Y = ghost.getBoundingBox().top.y;
		}

		if(X != ghost.getWay()[ghost.iter + 1]->m_x || Y != ghost.getWay()[ghost.iter + 1]->m_y)
		{	
			switch(ghost.getWay()[ghost.iter]->direction)
			{
			case Direction::UP:
				ghost.setDirection(Direction::UP);

				break;

			case Direction::DOWN:
				ghost.setDirection(Direction::DOWN);

				break;

			case Direction::LEFT:
				ghost.setDirection(Direction::LEFT);

				break;

			case Direction::RIGHT:
				ghost.setDirection(Direction::RIGHT);

				break;
			}
		}

		else
		{
			++ghost.iter;
			ghost.setPosition(X,Y);
		}
	}

	if(ghost.getPosition().x == ghost.getWay()[ghost.getWay().size() - 1]->m_x && ghost.getPosition().y == ghost.getWay()[ghost.getWay().size() - 1]->m_y)
	{
		ghost.setIsPointReached(true);
	}

	if(ghost.getPosition() == ghost.getDestinationPoint())
	{
		ghost.setDirection(Direction::STOP);
	}

	ghost.setMovingVector();
}
示例#12
0
void renderGhost() {

	if (!getGameState()->getPlayer()->isReady()) {
		return;
	}

	IwGxLightingOff();

	Ghost *ghost = getGameState()->getGhost();

	CIwFVec3 ghostPosition(0, 0, ghost->getDistance());
	double ghostRotation = rad(ghost->getRotation());

    // Place the markers on the edge of the compass radius
    // rotated to their correct bearing to current location
	ghostMatrix->SetRotY(rad(ghost->getBearing()));
	ghostMatrix->SetTrans(ghostMatrix->RotateVec(ghostPosition));
	ghostMatrix->PostRotateY(ghostRotation);

    IwGxSetModelMatrix(ghostMatrix);

	if (ghost->pollAnimCaptured()) {
		ghost_Player->PlayAnim(ghost_Anims[GHOST_ANIM_CAPTURED], 1, 0, BLEND_DURATION);
	} else if (ghost->pollAnimAgro()) {
		ghost_Player->PlayAnim(ghost_Anims[GHOST_ANIM_AGRO], 1, 0, BLEND_DURATION);
	} else if (ghost->pollAnimDodge()) {
		ghost_Player->PlayAnim(ghost_Anims[GHOST_ANIM_DODGE], 1, 0, BLEND_DURATION);
	} else if (ghost->pollAnimAttack()) {
		ghost_Player->PlayAnim(ghost_Anims[GHOST_ANIM_ATTACK], 1, 0, BLEND_DURATION);
	}
	
	IwGxLightingAmbient(true);
	IwGxSetLightType(0, IW_GX_LIGHT_AMBIENT);
	
	int sinceHit = clock() - ghost->getHitTime();
	CIwColour colAmbient;

	if (sinceHit < GHOST_HIT_LENGTH) {
		int halfAnimation = GHOST_HIT_LENGTH/2;

		float animState = (float) sinceHit / halfAnimation;
		if (animState > 1) {
			animState = 2 - animState;
		}

		colAmbient.Set(0xff, 0xff*(1-animState), 0xff*(1-animState), 0xff);
	} else {
		// The default state that displays the image as it is
		colAmbient.Set(0xff, 0xff, 0xff, 0xff);
	}
	
	IwGxSetLightCol(0, &colAmbient);

	IwGxSetScreenSpaceSlot(1);
    IwAnimSetSkelContext(ghost_Player->GetSkel());
    IwAnimSetSkinContext(ghost_Skin);
    ghost_Model->Render();

	//outline the face under the cursor
	if (clickX > 0 && clickY > 0) {
		int32 faceID = ghostCollision->GetFaceUnderCursor(clickX, clickY);
		if (faceID != -1)
		{
			getGameState()->getGhost()->tapped();
			clickX = clickY = -1;
		} else {
			clickX = clickY = -1;
		}
	}

    // Tidier to reset these
    IwAnimSetSkelContext(NULL);
    IwAnimSetSkinContext(NULL);

	if (ghost->isFound() && !ghost->isDead()) {
		ghostCollision->RenderEctoplasmaBar((float)ghost->getEctoplasm() / GHOST_MAX_ECTOPLASM, ghostRotation);
	}
}
示例#13
0
void myGame::resetGame() 
{
	ghosts.clear();
	dots.clear();

	//create patterns
	Pattern* ghostPattern1 = new Pattern(1);

	ghostPattern1->addStep(0, "CAMP", 40, [&] (Entity* e) {

		Ghost* myself = static_cast<Ghost*>(e) ;

		int waypoint = myself->targetWaypoint ;
		VECTOR2 center = *myself->getCenter() ;

		float left_edge = myself->getX();
		float right_edge = myself->getX() + myself->getWidth()*myself->getScale();
		float top_edge = myself->getY();
		float bottom_edge = myself->getY() + myself->getHeight()*myself->getScale();

		VECTOR2 currentWaypoint = waypointSet1[waypoint] ;
		if(	currentWaypoint.x > left_edge && 
			currentWaypoint.x < right_edge &&
			currentWaypoint.y > top_edge &&
			currentWaypoint.y < bottom_edge) 
			myself->targetWaypoint++ ;

		if( myself->targetWaypoint > 3) myself->targetWaypoint = 0 ;

		myself->waypointTrack(waypointSet1[waypoint]);
		myself->vectorTrack(&player, 180);
	}) ;

	Pattern* ghostPattern2 = new Pattern(1);

	ghostPattern2->addStep(0, "CAMP", 40, [&] (Entity* e) {
		Ghost* myself = static_cast<Ghost*>(e) ;

		int waypoint = myself->targetWaypoint ;
		VECTOR2 center = *myself->getCenter() ;

		float left_edge = myself->getX();
		float right_edge = myself->getX() + myself->getWidth()*myself->getScale();
		float top_edge = myself->getY();
		float bottom_edge = myself->getY() + myself->getHeight()*myself->getScale();

		VECTOR2 currentWaypoint = waypointSet2[waypoint] ;
		if(	currentWaypoint.x > left_edge && 
			currentWaypoint.x < right_edge &&
			currentWaypoint.y > top_edge &&
			currentWaypoint.y < bottom_edge) 
			myself->targetWaypoint++ ;

		if( myself->targetWaypoint > 3) myself->targetWaypoint = 0 ;

		myself->waypointTrack(waypointSet2[waypoint]);
		myself->vectorTrack(&player, 180);
	}) ;


	//create entities
	// ghost 1
	Ghost* ghost1 = new Ghost() ;
	if (!ghost1->initialize(this, ghostNS::WIDTH, ghostNS::HEIGHT, 4, &allTM))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ghost entity"));

	ghost1->setX(0);
	ghost1->setY(0);
	ghosts.add(ghost1, new Pattern(ghostPattern1));

	// ghost 2
	Ghost* ghost2 = new Ghost() ;
	if (!ghost2->initialize(this, ghostNS::WIDTH, ghostNS::HEIGHT, 4, &allTM))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ghost entity"));
	
	ghost2->setX(GAME_WIDTH - ghostNS::WIDTH*ghostNS::SCALE);
	ghost2->setY(GAME_HEIGHT - ghostNS::HEIGHT*ghostNS::SCALE);
	ghost2->setCurrentFrame(1);
	ghosts.add(ghost2, new Pattern(ghostPattern2));

	// dots
	rows = 4 ;
	cols = 5 ;
	for(int i = 0; i < rows; ++i)
	{
		for(int j = 0; j < cols; ++j)
		{
			Dot* newDot = new Dot() ;
			if (!newDot->initialize(this, dotNS::WIDTH, dotNS::HEIGHT, 4, &allTM))
				throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing dot entity"));

			newDot->setX( ((GAME_WIDTH/cols)*j) + 50);
			newDot->setY( ((GAME_HEIGHT/rows)*i) + 50);
			newDot->setScale(dotNS::SCALE);

			dots.add(newDot);
		}
	}
	dotsRemaining = rows * cols ;
}
示例#14
0
void CameraDefend::Render() {
	if (defended) {
		IwGxLightingOff();

		animMatSuccess->SetModulateMode(CIwMaterial::MODULATE_NONE);
		animMatSuccess->SetAlphaMode(CIwMaterial::ALPHA_BLEND);

		IwGxSetMaterial(animMatSuccess);
		IwGxSetUVStream(anim_uvs_success);

		IwGxSetVertStreamScreenSpace(animVertsLeftSuccess, 4);
		IwGxDrawPrims(IW_GX_QUAD_LIST, NULL, 4);

		IwGxSetVertStreamScreenSpace(animVertsRightSuccess, 4);
		IwGxDrawPrims(IW_GX_QUAD_LIST, NULL, 4);

		if (animMatSuccess->GetAnimCelID() == animMatSuccess->GetAnimCelNum() - 1) {
			defended = false;
		}
	} else {
		animMatSuccess->SetAnimCelID(0);
	}

	if (!isActive()) return;

	{
		Ghost* ghost = getGameState()->getGhost();
		GhostAttack* attack = (ghost != NULL) ? ghost->getAttack() : NULL;

		if (attack != NULL && 
			((attack->getInterval() <  750 && attack->getInterval() > 600) ||
			 (attack->getInterval() <  400 && attack->getInterval() > 250))) {
			dotTexture = dotTextureRed;
		} else {
			dotTexture = dotTextureGreen;
		}
	}

	Iw2DSetAlphaMode(IW_2D_ALPHA_NONE);
	Iw2DSetTransformMatrix(CIwFMat2D::g_Identity);

	CIwFMat2D rot;
	rot.SetRot(rad(dotAngle), CIwFVec2(
		dotVertsTopLeftLeft.x + dotVertsSizeLeft.x/2, 
		dotVertsTopLeftLeft.y + dotVertsSizeLeft.y/2));
	Iw2DSetTransformMatrix(rot);
	Iw2DDrawImage(dotTexture, dotVertsTopLeftLeft, dotVertsSizeLeft);

	rot.SetRot(rad(dotAngle), CIwFVec2(
		dotVertsTopLeftRight.x + dotVertsSizeRight.x/2, 
		dotVertsTopLeftRight.y + dotVertsSizeRight.y/2));
	Iw2DSetTransformMatrix(rot);
	Iw2DDrawImage(dotTexture, dotVertsTopLeftRight, dotVertsSizeRight);

	bool isDrwaing = true;
	for (int i = 0; i < DEFEND_TOUCHES_MAX; i++) {
		// Is any touch drawing?
		if (touch[i]->drawing) break;

		if (i == DEFEND_TOUCHES_MAX - 1) {
			isDrwaing = false;
			animMat->SetAnimCelID(0);
		}
	}

	if (isDrwaing) {
		IwGxLightingOff();

		animMat->SetModulateMode(CIwMaterial::MODULATE_NONE);
		animMat->SetAlphaMode(CIwMaterial::ALPHA_BLEND);

		IwGxSetMaterial(animMat);
		IwGxSetUVStream(anim_uvs);

		IwGxSetVertStreamScreenSpace(animVertsLeft, 4);
		IwGxDrawPrims(IW_GX_QUAD_LIST, NULL, 4);

		IwGxSetVertStreamScreenSpace(animVertsRight, 4);
		IwGxDrawPrims(IW_GX_QUAD_LIST, NULL, 4);
	}
}