Beispiel #1
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 private async Task MoveGhosts(BehaviorContext <GameState, Tick> context, GameStateMachine gameStateMachine)
 {
     ApplyToGhosts(ghost => ghost.Move(this));
     if (TryHasDied(out var ghost))
     {
         await context.Raise(gameStateMachine.GhostCollision, new GhostCollision(ghost !));
     }
 }
Beispiel #2
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 public Game(IGameClock gameClock, IGameSettings settings)
 {
     _gameClock           = gameClock;
     _settings            = settings;
     PacMan               = settings.PacMan;
     _collectedCoins      = new List <CellLocation>();
     _collectedPowerPills = new List <CellLocation>();
     _ghosts              = settings.Ghosts.ToDictionary(x => x.Name, x => x);
     _gameStateMachine    = new GameStateMachine(this, settings, _gameNotifications);
     _gameState           = new GameState(settings);
 }
Beispiel #3
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        public Game(IGameClock gameClock, IGameSettings settings)
        {
            _gameClock        = gameClock;
            _settings         = settings;
            _gameStateMachine = new GameStateMachine(settings, _gameNotifications, this);
            var gameState = new GameState(settings);

            _gameState = gameState;
            _gameStateMachineInstance = _gameStateMachine.CreateInstanceLift(gameState);
            Walls          = _settings.Walls.Union(_settings.Doors).ToList().AsReadOnly();
            _fruitForLevel = new[] { new Fruit(_settings.Fruit, FruitType.Cherry) };
        }
Beispiel #4
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        public Game(IGameClock gameClock, IGameSettings settings)
        {
            _gameClock = gameClock;
            _settings  = settings;
            var actions = new Actions(settings, _gameNotifications);

            _gameStateMachine = new GameStateMachine(actions, settings, this);
            var gameState = new GameState(settings);

            _gameState = gameState;
            _gameStateMachineInstance = _gameStateMachine.CreateInstanceLift(gameState);
            WallsAndDoors             = _settings.Walls.Union(_settings.Doors).ToList().AsReadOnly();
            Walls            = _settings.Walls;
            _fruitForLevel   = new[] { new Fruit(_settings.Fruit, FruitType.Cherry) };
            GhostHouseMiddle = CalculateMiddleOfGhostHouse(settings.GhostHouse);
        }
Beispiel #5
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        internal async Task MoveGhosts(Game game, GameState gameState, BehaviorContext<GameState, Tick> context, GameStateMachine gameStateMachine)
        {
            gameState.ApplyToGhosts(ghost => ghost.Move(game, gameState));

            var ghosts = GhostsCollidedWithPacMan(gameState);
            foreach (var ghost in ghosts)
            {
                await context.Raise(gameStateMachine.GhostCollision, new GhostCollision(ghost));
            }
        }
Beispiel #6
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        internal async Task MovePacMan(Game game, GameState gameState, BehaviorContext<GameState, Tick> context, GameStateMachine gameStateMachine)
        {
            var newPacManLocation = gameState.PacMan.Location + gameState.PacMan.Direction;

            if (game.Portals.TryGetValue(newPacManLocation, out var otherEndOfThePortal))
            {
                newPacManLocation = otherEndOfThePortal + gameState.PacMan.Direction;
            }

            if (!game.Walls.Contains(newPacManLocation))
            {
                gameState.MovePacManTo(newPacManLocation);
            }

            var ghosts = GhostsCollidedWithPacMan(gameState);
            foreach (var ghost in ghosts)
            {
                await context.Raise(gameStateMachine.GhostCollision, new GhostCollision(ghost));
            }

            if (gameState.RemainingCoins.Contains(newPacManLocation))
            {
                await context.Raise(gameStateMachine.CoinCollision, new CoinCollision(newPacManLocation));
            }

            if (gameState.RemainingPowerPills.Contains(newPacManLocation))
            {
                await context.Raise(gameStateMachine.PowerPillCollision, new PowerPillCollision(newPacManLocation));
            }

            if (_gameSettings.Fruit == newPacManLocation && gameState.FruitVisible )
            {
                await context.Raise(gameStateMachine.FruitCollision, new FruitCollision(newPacManLocation));
            }
        }
Beispiel #7
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        internal async Task MoveGhosts(Game game, GameState gameState, BehaviorContext <GameState, Tick> context, GameStateMachine gameStateMachine)
        {
            var coinsRemaining = game.Coins.Count;

            var ghostsToMove = game.Ghosts.Values.Where(ghost
                                                        => _gameSettings.MoveClock.ShouldGhostMove(game.Level, coinsRemaining, ghost.Name, ghost.Status, inTunnel: _gameSettings.Tunnels.Contains(ghost.Location)));

            gameState.ApplyToGhosts(ghost => ghost.Move(game, gameState), ghostsToMove);

            var ghosts = GhostsCollidedWithPacMan(gameState);

            foreach (var ghost in ghosts)
            {
                await context.Raise(gameStateMachine.GhostCollision, new GhostCollision(ghost));
            }
        }
Beispiel #8
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        async Task IGameActions.MovePacMan(BehaviorContext <GameState, Tick> context, GameStateMachine gameStateMachine)
        {
            var newPacMan = PacMan.Move();

            if (_settings.Portals.TryGetValue(newPacMan.Location, out var portal))
            {
                newPacMan = PacMan.WithNewX(portal.X).WithNewY(portal.Y);
                newPacMan = newPacMan.Move();
            }

            if (!_settings.Walls.Contains(newPacMan.Location))
            {
                PacMan = newPacMan;
            }
            var died = false;

            if (TryHasDied(out var ghost))
            {
                died = !ghost !.Edible;

                await context.Raise(gameStateMachine.GhostCollision, new GhostCollision(ghost));
            }

            if (!died && Coins.Contains(newPacMan.Location))
            {
                var newCollectedCoins = new List <CellLocation>(_collectedCoins)
                {
                    (newPacMan.Location)
                };
                _collectedCoins = newCollectedCoins;

                await context.Raise(gameStateMachine.CoinEaten);
            }
            else if (!died && PowerPills.Contains(newPacMan.Location))
            {
                var newCollectedPowerPills = new List <CellLocation>(_collectedPowerPills)
                {
                    (newPacMan.Location)
                };
                _collectedPowerPills = newCollectedPowerPills;

                await context.Raise(gameStateMachine.PowerPillEaten);
            }
        }
Beispiel #9
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 Task IGameActions.MoveGhosts(BehaviorContext <GameState, Tick> context, GameStateMachine gameStateMachine)
 {
     return(MoveGhosts(context, gameStateMachine));
 }