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Copy pathGhost.java
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238 lines (220 loc) · 9.4 KB
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package org.example.gamedemo;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.scene.Node;
import javafx.scene.image.ImageView;
import javafx.util.Duration;
import java.util.List;
public class Ghost extends Character {
private final Maze maze;
private PacMan pacMan;
private Timeline ghostMovement;
private int mode = 1;
private int moves = 0;
private int counter = 0;
private int[][] steps;
public Ghost(int startingI, int startingJ, MazeView mazeView, int level) {
maze = mazeView.getMaze();
currentRow = startingI;
currentColumn = startingJ;
// Get The Pacman [Used For Directed Ghost]
for (Node node : mazeView.getChildren()) {
if (node instanceof PacMan) {
pacMan = (PacMan) node;
}
}
// Create the ImageView , stick it to the maze
ImageView gif = switch (level) {
case 1, 2, 3 -> new ImageView("Ghost1.gif"); // Normal Ghost
case 4, 5 -> new ImageView("Ghost2.gif"); // Directed Ghost
default -> null;
};
mazeView.getChildren().add(gif);
setGif(gif);
// Set the initial position for the ghost
setPosition();
// Set the size (adjust as needed)
gif.setFitWidth(CELL_SIZE - 5);
gif.setFitHeight(CELL_SIZE - 5);
//animate the ghost
switch (level) {
case 1:
ghostMovement = new Timeline(new KeyFrame(Duration.millis(450), e -> moveGhostRandomly()));
ghostMovement.setCycleCount(-1);
ghostMovement.play();
break;
case 2:
ghostMovement = new Timeline(new KeyFrame(Duration.millis(375), e -> moveGhostRandomly()));
ghostMovement.setCycleCount(-1);
ghostMovement.play();
break;
case 3:
ghostMovement = new Timeline(new KeyFrame(Duration.millis(300), e -> moveGhostRandomly()));
ghostMovement.setCycleCount(-1);
ghostMovement.play();
break;
case 4:
ghostMovement = new Timeline(new KeyFrame(Duration.millis(370), e -> moveDirectedGhost()));
ghostMovement.setCycleCount(-1);
ghostMovement.play();
break;
case 5:
ghostMovement = new Timeline(new KeyFrame(Duration.millis(300), e -> moveDirectedGhost()));
ghostMovement.setCycleCount(-1);
ghostMovement.play();
break;
}
}
public void setMode(int mode) {this.mode = mode;}
public boolean isStuck(int i, int j) {
int walls = 0;
if (maze.isWall(i - 1, j)) {
walls++;
} // Check top side
if (maze.isWall(i, j + 1)) {
walls++;
} // Check right side
if (maze.isWall(i + 1, j)) {
walls++;
} // Check bottom side
if (maze.isWall(i, j - 1)) {
walls++;
}// Check left side
return walls == 3;
}
public void stopGhostMovement(){ghostMovement.stop();}
//-----------------Helper Methods-----------------//
private void setPosition() {
this.getGif().setX(currentColumn * CELL_SIZE);
this.getGif().setY(currentRow * CELL_SIZE);
}
private void moveGhostRandomly() {
switch (mode) {
case 1:
// TOP - RIGHT - BOTTOM - LEFT
if (moves == 15) {
mode = 2;
moves = 0;
}
if (!maze.isWall(currentRow - 1, currentColumn) && ((direction != Direction.DOWN) || isStuck(currentRow, currentColumn))) // Check top side
{
moveUp();
} else if (!maze.isWall(currentRow, currentColumn + 1) && ((direction != Direction.LEFT) || (isStuck(currentRow, currentColumn)))) // Check right side
{
moveRight();
} else if (!maze.isWall(currentRow + 1, currentColumn) && ((direction != Direction.UP) || isStuck(currentRow, currentColumn))) // Check bottom side
{
moveDown();
} else if (!maze.isWall(currentRow, currentColumn - 1) && ((direction != Direction.RIGHT) || (isStuck(currentRow, currentColumn)))) // Check left side
{
moveLeft();
}
moves++;
break;
case 2:
// BOTTOM - LEFT -TOP - RIGHT
if (moves == 13) {
mode = 3;
moves = 0;
}
if (!maze.isWall(currentRow + 1, currentColumn) && ((direction != Direction.UP) || isStuck(currentRow, currentColumn))) // Check Bottom side
{
moveDown();
} else if (!maze.isWall(currentRow, currentColumn - 1) && ((direction != Direction.RIGHT) || (isStuck(currentRow, currentColumn)))) // Check lef side
{
moveLeft();
} else if (!maze.isWall(currentRow - 1, currentColumn) && ((direction != Direction.DOWN) || isStuck(currentRow, currentColumn))) // Check top side
{
moveUp();
} else if (!maze.isWall(currentRow, currentColumn + 1) && ((direction != Direction.LEFT) || (isStuck(currentRow, currentColumn)))) // Check right side
{
moveRight();
}
moves++;
break;
case 3:
// LEFT - TOP - BOTTOM - RIGHT
if (moves == 12) {
mode = 4;
moves = 0;
}
if (!maze.isWall(currentRow, currentColumn - 1) && ((direction != Direction.RIGHT) || (isStuck(currentRow, currentColumn)))) // Check lef side
{
moveLeft();
} else if (!maze.isWall(currentRow - 1, currentColumn) && ((direction != Direction.DOWN) || isStuck(currentRow, currentColumn))) // Check top side
{
moveUp();
} else if (!maze.isWall(currentRow + 1, currentColumn) && ((direction != Direction.UP) || isStuck(currentRow, currentColumn))) // Check Bottom side
{
moveDown();
} else if (!maze.isWall(currentRow, currentColumn + 1) && ((direction != Direction.LEFT) || (isStuck(currentRow, currentColumn)))) // Check right side
{
moveRight();
}
moves++;
break;
case 4:
// RIGHT - BOTTOM - TOP - LEFT
if (moves == 14) {
mode = 1;
moves = 0;
}
if (!maze.isWall(currentRow, currentColumn + 1) && ((direction != Direction.LEFT) || (isStuck(currentRow, currentColumn)))) // Check right side
{
moveRight();
} else if (!maze.isWall(currentRow + 1, currentColumn) && ((direction != Direction.UP) || isStuck(currentRow, currentColumn))) // Check Bottom side
{
moveDown();
} else if (!maze.isWall(currentRow - 1, currentColumn) && ((direction != Direction.DOWN) || isStuck(currentRow, currentColumn))) // Check top side
{
moveUp();
} else if (!maze.isWall(currentRow, currentColumn - 1) && ((direction != Direction.RIGHT) || (isStuck(currentRow, currentColumn)))) // Check lef side
{
moveLeft();
}
moves++;
break;
}
}
//-----------------------------------------------//
//-----------------Movement Methods-----------------//
public void moveRight() {
setPosition(currentRow, currentColumn + 1);
direction = Direction.RIGHT;
}
public void moveLeft() {
setPosition(currentRow, currentColumn - 1);
direction = Direction.LEFT;
}
public void moveUp() {
setPosition(currentRow - 1, currentColumn);
direction = Direction.UP;
}
public void moveDown() {
setPosition(currentRow + 1, currentColumn);
direction = Direction.DOWN;
}
//----------------Directed Ghost-------------------//
private void setPath() {
//start: ghost location , end: pacMan location
int start = maze.indicesToCell(this.currentRow, this.currentColumn);
int end = maze.indicesToCell(pacMan.getCurrentRow(), pacMan.getCurrentColumn());
//find the shortest path, set the steps
List<Integer> list = maze.findShortestPath(start, end);
int length = list.size();
steps = new int[length][2];
for (int i = 0; i < length; i++) {
steps[i] = maze.cellToIndices(list.get(i));
}
//return counter to 0
counter = 0;
}
private void moveDirectedGhost() {
if (counter % 4 == 0)
setPath();
if (counter < steps.length) {
setPosition(steps[counter][0], steps[counter][1]);
}
counter++;
}
}