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//
// Loop.cpp
// PacMan
//
// Created by Vsevolod Klementjev on 11/17/12.
// Copyright (c) 2012 Vsevolod Klementjev. All rights reserved.
//
#include "CLoop.h"
#include <SDL_ttf/SDL_ttf.h>
// scatter phase lengths in seconds
const int FIRST_SCATTER = 7;
const int SECOND_SCATTER = 7 + FIRST_SCATTER;
const int THIRD_SCATTER = 5 + SECOND_SCATTER;
const int FOURTH_SCATTER = 5 + THIRD_SCATTER;
// chase phase lengths in seconds
const int FIRST_CHASE = 20;
const int SECOND_CHASE = 20 + FIRST_CHASE;
const int THIRD_CHASE = 20 + SECOND_CHASE;
// fright phase length in seconds
const int FRIGHT_TIME = 6;
// time in seconds, how long PacMan can slack by not eating dots, till next ghost is activated
const int SLACK_TIME = 4;
// how many dots should PacMan eat till given ghost will be free
const int INKY_DOTS_EXIT = 30;
const int CLYDE_DOTS_EXIT = 60 + INKY_DOTS_EXIT;
// how many dots should PacMan eat after life loss, till given ghost will be free
const int PINKY_DOTS_RESPAWN = 7;
const int INKY_DOTS_RESPAWN = 17;
const int CLYDE_DOTS_RESPAWN = 32;
// lives at the start of the game
const int BASE_LIVES = 3;
// score per ghost when being ate by PacMan
const int GHOST_SCORE = 200;
void CLoop::startChaseMode()
{
// resets timers and puts enemies to chase mode
_scatterTimer->Pause();
_chaseTimer->Start();
changeEnemyState(EnemyStateChase);
}
void CLoop::startScatterMode()
{
// resets timers, counts new scatter phase and puts enemies to scatter mode
_scatterPhases++;
_chaseTimer->Pause();
_scatterTimer->Start();
changeEnemyState(EnemyStateScatter);
}
void CLoop::startFrightenMode()
{
// pauses timers and puts enemies to fright mode
_chaseTimer->Pause();
_scatterTimer->Pause();
_frightTimer->Start();
changeEnemyState(EnemyStateFrighten);
}
void CLoop::OnLoop()
{
// actual what to do if it's a game now
if (_state == GameStateGame)
{
// player stuff, counting eaten dots
if (_directionPressed != DirectionNone) {
_player->Move(_directionPressed); // user is holding button down
}
_player->Update();
// a new dot has been eaten
if (_dotsEaten != _player->dotsEaten()) {
_slackTimer->Reset(); // player is active
if (_dotsEatenAfterLife) {
_dotsEatenAfterLife++; // count first dots eaten after new life is started
}
}
_dotsEaten = _player->dotsEaten();
// win check (maybe should get that number from map, counted from static map, but since we won't change it...)
if (_dotsEaten == 244) {
changeState(GameStateNewLevel);
}
// let ghosts know where player is
_blinky->setPlayerPositionAndDirection(_player->getXposition(), _player->getYposition(), _player->getDirection());
_inky->setBlinkyPos(_blinky->getXposition(), _blinky->getYposition());
_inky->setPlayerPositionAndDirection(_player->getXposition(), _player->getYposition(), _player->getDirection());
_pinky->setPlayerPositionAndDirection(_player->getXposition(), _player->getYposition(), _player->getDirection());
_clyde->setPlayerPositionAndDirection(_player->getXposition(), _player->getYposition(), _player->getDirection());
// updating ghosts
_blinky->Update();
_inky->Update();
_pinky->Update();
_clyde->Update();
// time
_chaseTimer->Update();
_frightTimer->Update();
_scatterTimer->Update();
_slackTimer->Update();
_pointsTimer->Update();
// switching states as we need
if (_enemyState == EnemyStateScatter) {
if ((_scatterPhases == 1 && _scatterTimer->getTime() >= FIRST_SCATTER) ||
(_scatterPhases == 2 && _scatterTimer->getTime() >= SECOND_SCATTER) ||
(_scatterPhases == 3 && _scatterTimer->getTime() >= THIRD_SCATTER) ||
(_scatterPhases == 4 && _scatterTimer->getTime() >= FOURTH_SCATTER))
{
startChaseMode();
}
}
else if (_enemyState == EnemyStateChase && _scatterPhases < 4) {
if ((_scatterPhases == 1 && _chaseTimer->getTime() >= FIRST_CHASE) ||
(_scatterPhases == 2 && _chaseTimer->getTime() >= SECOND_CHASE) ||
(_scatterPhases == 3 && _chaseTimer->getTime() >= THIRD_CHASE))
{
startScatterMode();
}
}
else if (_enemyState == EnemyStateFrighten) {
if (_frightTimer->getTime() >= FRIGHT_TIME) {
_frightTimer->Stop();
// switching to the state that was active before fright
if (_oldEnemyState == EnemyStateScatter) {
startScatterMode();
_scatterPhases--; // don't forget we mess up
}
else {
startChaseMode();
}
}
}
// Free the inky
if (_dotsEaten >= INKY_DOTS_EXIT && _inky->currentState() == EnemyStateNone && _dotsEatenAfterLife == 0) {
_inky->changeState(_enemyState);
}
if (_dotsEatenAfterLife >= INKY_DOTS_RESPAWN && _inky->currentState() == EnemyStateNone) {
_inky->changeState(_enemyState);
}
// free the clyde
if (_dotsEaten >= CLYDE_DOTS_EXIT && _clyde->currentState() == EnemyStateNone && _dotsEatenAfterLife == 0) {
_clyde->changeState(_enemyState);
}
if (_dotsEatenAfterLife >= CLYDE_DOTS_RESPAWN && _clyde->currentState() == EnemyStateNone) {
_clyde->changeState(_enemyState);
}
// free the pinky (after life loss he's not exiting at start
if (_dotsEatenAfterLife >= PINKY_DOTS_RESPAWN && _pinky->currentState() == EnemyStateNone) {
_pinky->changeState(_enemyState);
}
// free some ghosts if PacMan is not eating dots for 4 secs
if (_slackTimer->getTime() >= 4) {
if (_pinky->currentState() == EnemyStateNone) { // freeing in order pinky > inky > clyde
_pinky->changeState(_enemyState);
}
else if (_inky->currentState() == EnemyStateNone) {
_inky->changeState(_enemyState);
}
else if (_clyde->currentState() == EnemyStateNone) {
_clyde->changeState(_enemyState);
}
_slackTimer->Reset(); // reset the time
}
// fright phase start
if (_player->isEnergized()) {
_ghostsEaten = 0;
_player->resetEnergize(); // consume the buff
_score += 40;
startFrightenMode();
}
// clearer view
int px = _player->getXposition();
int py = _player->getYposition();
int bx = _blinky->getXposition();
int by = _blinky->getYposition();
int ix = _inky->getXposition();
int iy = _inky->getYposition();
int pix = _pinky->getXposition();
int piy = _pinky->getYposition();
int cx = _clyde->getXposition();
int cy = _clyde->getYposition();
CEnemy* collidedEnemy = NULL;
// Collision with the ghost
if (px == bx && py == by && _blinky->currentState() != EnemyStateEyes) {
collidedEnemy = _blinky;
}
if (px == ix && py == iy && _inky->currentState() != EnemyStateEyes) {
collidedEnemy = _inky;
}
if (px == pix && py == piy && _pinky->currentState() != EnemyStateEyes) {
collidedEnemy = _pinky;
}
if (px == cx && py == cy && _clyde->currentState() != EnemyStateEyes) {
collidedEnemy = _clyde;
}
// collision results -> who eats who
if (collidedEnemy) {
if (collidedEnemy->currentState() == EnemyStateFrighten) {
collidedEnemy->RetreatHome();
_ghostsEaten++;
_score += _ghostsEaten * GHOST_SCORE; // bonus score for additional ghosts being ate
_pointsTimer->Start();
}
else {
changeState(GameStatePaused);
}
}
// stop showing score of eaten ghost after 2 secs
if (_pointsTimer->getTime() >= 2) {
_pointsTimer->Stop();
}
}
}
void CLoop::OnEvent(SDL_Event* Event) {
// system stuff
if(Event->type == SDL_QUIT) {
_running = false;
}
else if (Event->type == SDL_KEYUP) {
if (Event->key.keysym.sym == SDLK_ESCAPE) {
_running = false; // quit on Escape
return;
}
else if (_state != GameStateGame) {
changeState(GameStateGame); // Launch the game on any key ...
OnEvent(Event); // ... and process key press now
return;
}
if (_state == GameStateGame) { // letting our direction know that key is no longer pressed
_directionPressed = DirectionNone;
}
}
else if (Event->type == SDL_KEYDOWN && _state == GameStateGame)
{
// moving pacman if game is in progress, last key down will try to move pacman in that direction
switch (Event->key.keysym.sym) {
case SDLK_UP:
_player->Move(DirectionUp);
_directionPressed = DirectionUp;
break;
case SDLK_DOWN:
_player->Move(DirectionDown);
_directionPressed = DirectionDown;
break;
case SDLK_LEFT:
_player->Move(DirectionLeft);
_directionPressed = DirectionLeft;
break;
case SDLK_RIGHT:
_player->Move(DirectionRight);
_directionPressed = DirectionRight;
break;
default:
break;
}
}
}
bool CLoop::OnInit() {
// init system stuff
if(SDL_Init(SDL_INIT_EVERYTHING) < 0) {
return false;
}
if((_screenSurface = SDL_SetVideoMode(448, 576, 32, SDL_HWSURFACE | SDL_DOUBLEBUF)) == NULL) {
return false;
}
if (TTF_Init() < 0) {
return false;
}
// init our game objects
_map = new CMap();
_player = new CPlayer(_map);
_blinky = new CEnemyBlinky(_map);
_inky = new CEnemyInky(_map);
_pinky = new CEnemyPinky(_map);
_clyde = new CEnemyClyde(_map);
// timers
_chaseTimer = new CTimer();
_frightTimer = new CTimer();
_scatterTimer = new CTimer();
_slackTimer = new CTimer();
_pointsTimer = new CTimer();
// stats
_state = GameStateNewGame;
_lives = BASE_LIVES; // TODO:
_dotsEaten = 0;
_dotsEatenAfterLife = 0; // TODO:
_score = 0; // TODO:
_highscore = 0; // TODO:
_ghostsEaten = 0; // TODO:
_directionPressed = DirectionNone;
// HUD
_lifeHud = new CSprite("pml2.png");
_textHud = new CText();
return true;
}
void CLoop::resetPositions()
{
// return to start positions and states
_player->Reset();
_blinky->Reset();
_inky->Reset();
_pinky->Reset();
_clyde->Reset();
}
void CLoop::changeState(GameState state)
{
// == Start of the (not new - any) game ==
if (state == GameStateGame) {
_player->Move(DirectionLeft); // start moving player
// letting know where player
_blinky->setPlayerPositionAndDirection(_player->getXposition(), _player->getYposition(), _player->getDirection());
_inky->setPlayerPositionAndDirection(_player->getXposition(), _player->getYposition(), _player->getDirection());
_pinky->setPlayerPositionAndDirection(_player->getXposition(), _player->getYposition(), _player->getDirection());
_clyde->setPlayerPositionAndDirection(_player->getXposition(), _player->getYposition(), _player->getDirection());
// Activate Blinky now
_blinky->changeState(EnemyStateScatter);
if (_state != GameStatePaused) { // dont let pinky go if it's a life loss
_pinky->changeState(EnemyStateScatter);
}
_scatterTimer->Start();
_slackTimer->Start();
_slackTimer->Reset();
_scatterPhases = 1;
_enemyState = EnemyStateScatter;
_oldEnemyState = EnemyStateScatter;
}
// == Start of the NEW game ==
if (state == GameStateGame && (_state == GameStateNewGame || _state == GameStateOver)) {
_lives = BASE_LIVES;
}
// == Level completed or lost all lives (will reset score below) ==
if (state == GameStateNewLevel || state == GameStateOver) {
resetPositions();
_map->Reset(); // will place new dots and energizers
_chaseTimer->Stop();
_frightTimer->Stop();
_scatterTimer->Stop();
_slackTimer->Stop();
_score += _dotsEaten * 10;
_player->resetDots();
_dotsEaten = 0;
_dotsEatenAfterLife = 0;
if (_score > _highscore) {
_highscore = _score;
}
}
// == Lost all lives ==
if (state == GameStateOver) {
_score = 0;
}
// == Lost a life ==
if (state == GameStatePaused) {
_lives--;
if (_lives < 0) {
changeState(GameStateOver);
return;
}
resetPositions();
// pausing all events
_chaseTimer->Pause();
_frightTimer->Pause();
_scatterTimer->Pause();
}
// == Start after life loss ==
if (_state == GameStatePaused) {
_dotsEatenAfterLife = 1; // start this counter by assigning 1
}
// temporal timer will be stopped always
_pointsTimer->Stop();
_directionPressed = DirectionNone;
_state = state;
}
void CLoop::changeEnemyState(EnemyState state)
{
_oldEnemyState = _enemyState; // used to return back to this state after frighten
_enemyState = state;
// change all ghost states if they are active
if (_blinky->currentState() != EnemyStateNone && _blinky->currentState() != EnemyStateEyes) _blinky->changeState(_enemyState);
if (_inky->currentState() != EnemyStateNone && _inky->currentState() != EnemyStateEyes) _inky->changeState(_enemyState);
if (_pinky->currentState() != EnemyStateNone && _pinky->currentState() != EnemyStateEyes) _pinky->changeState(_enemyState);
if (_clyde->currentState() != EnemyStateNone && _clyde->currentState() != EnemyStateEyes) _clyde->changeState(_enemyState);
}
void CLoop::OnRender() {
// map and all entities
_map->Draw(_screenSurface);
_blinky->Draw(_screenSurface);
_inky->Draw(_screenSurface);
_pinky->Draw(_screenSurface);
_clyde->Draw(_screenSurface);
_player->Draw(_screenSurface);
// Life HUD
for (int i = 0; i < _lives * 2; i += 2) {
_lifeHud->setPosition(CMap::getXcoordinate(2 + i), CMap::getYcoordinate(34) + TILE_SIZE * 0.5f);
_lifeHud->Draw(_screenSurface);
}
// TEXT HUD: drawing various non-interesting stuff on the screen
char scores[50];
_textHud->setPosition(CMap::getXcoordinate(3), CMap::getYcoordinate(0) + TILE_SIZE * 0.5f);
_textHud->Draw(_screenSurface, "Score");
_textHud->setPosition(CMap::getXcoordinate(10), CMap::getYcoordinate(0) + TILE_SIZE * 0.5f);
_textHud->Draw(_screenSurface, "Highscore");
_textHud->setPosition(CMap::getXcoordinate(3), CMap::getYcoordinate(1) + TILE_SIZE * 0.5f);
sprintf(scores, "%d", _score + _player->dotsEaten() * 10);
_textHud->Draw(_screenSurface, scores);
_textHud->setPosition(CMap::getXcoordinate(10), CMap::getYcoordinate(1) + TILE_SIZE * 0.5f);
sprintf(scores, "%d", _highscore);
_textHud->Draw(_screenSurface, scores);
_textHud->setPosition(CMap::getXcoordinate(11), CMap::getYcoordinate(20) + TILE_SIZE * 0.5f);
if (_state == GameStateNewGame) {
_textHud->Draw(_screenSurface, "Press any key ...");
}
else if (_state == GameStateOver) {
_textHud->Draw(_screenSurface, "! GAME OVER !");
}
else if (_state == GameStatePaused) {
_textHud->Draw(_screenSurface, "Try again ...");
}
else if (_state == GameStateNewLevel) {
_textHud->Draw(_screenSurface, "Level completed");
}
// points after eating ghost
if (_pointsTimer->Running() && _ghostsEaten) {
_textHud->setPosition(CMap::getXcoordinate(_player->getXposition()), CMap::getYcoordinate(_player->getYposition()));
sprintf(scores, "%d", _ghostsEaten * GHOST_SCORE);
_textHud->Draw(_screenSurface, scores);
}
SDL_Flip(_screenSurface);
}
void CLoop::OnCleanup() {
delete _map;
_map = NULL;
delete _player;
_player = NULL;
delete _blinky;
_blinky = NULL;
delete _inky;
_inky = NULL;
delete _pinky;
_pinky = NULL;
delete _clyde;
_clyde = NULL;
delete _lifeHud;
_lifeHud = NULL;
delete _textHud;
_textHud = NULL;
delete _scatterTimer;
_scatterTimer = NULL;
delete _chaseTimer;
_chaseTimer = NULL;
delete _frightTimer;
_frightTimer = NULL;
delete _slackTimer;
_slackTimer = NULL;
delete _pointsTimer;
_pointsTimer = NULL;
SDL_Quit();
TTF_Quit();
}
CLoop::CLoop() {
_screenSurface = NULL;
_running = true;
}
// actual loop
int CLoop::OnExecute() {
if(OnInit() == false) {
return -1;
}
SDL_Event Event;
while(_running) {
while(SDL_PollEvent(&Event)) {
OnEvent(&Event);
}
OnLoop();
OnRender();
}
OnCleanup();
return 0;
}