//only accessable from within the Ghost AI class.(I think) public static void find_target(Ghost_AI.AI_STATE ai_state) { switch (ai_state) { case Ghost_AI.AI_STATE.SCATTER: target_x = 1; target_y = 35; break; case Ghost_AI.AI_STATE.CHASE: if (Ghost_AI.check_distance(x, y, Player.x, Player.y, direction) <= 8) //if (Math.Abs(Player.x - Clyde.x) <= 8 || Math.Abs(Player.y - Clyde.y) <= 8) { target_x = 0; target_y = 35; } else { if (Player.direction == 0) { target_x = Player.x; target_y = Player.y; } else if (Player.direction == 1) { target_x = Player.x; target_y = Player.y; } else if (Player.direction == 2) { target_x = Player.x; target_y = Player.y; } else if (Player.direction == 3) { target_x = Player.x; target_y = Player.y; } } break; case Ghost_AI.AI_STATE.FRIGHTENED: break; } }
//only accessable from within the Ghost AI class.(I think) public static void find_target(Ghost_AI.AI_STATE ai_state) { switch (ai_state) { case Ghost_AI.AI_STATE.SCATTER: target_x = 25; target_y = 0; break; case Ghost_AI.AI_STATE.CHASE: target_x = Player.x; target_y = Player.y; break; case Ghost_AI.AI_STATE.FRIGHTENED: break; } }
//only accessable from within the Ghost AI class.(I think) public static void find_target(Ghost_AI.AI_STATE ai_state) { switch (ai_state) { case Ghost_AI.AI_STATE.SCATTER: target_x = 2; target_y = 0; break; case Ghost_AI.AI_STATE.CHASE: if (Player.direction == 0) { target_x = Player.x - 4; target_y = Player.y; } else if (Player.direction == 1) { target_x = Player.x; target_y = Player.y - 4; } else if (Player.direction == 2) { target_x = Player.x + 4; target_y = Player.y; } else if (Player.direction == 3) { target_x = Player.x; target_y = Player.y + 4; } break; case Ghost_AI.AI_STATE.FRIGHTENED: break; } }
//only accessable from within the Ghost AI class.(I think) public static void find_target(Ghost_AI.AI_STATE ai_state) { switch (ai_state) { case Ghost_AI.AI_STATE.SCATTER: target_x = 27; target_y = 35; break; case Ghost_AI.AI_STATE.CHASE: if (Player.direction == 0) { target_x = Player.x - 2; target_y = Player.y; int xvar = Math.Abs(Blinky.x - target_x); int yvar = Math.Abs(Blinky.y - target_y); if (Blinky.x < Player.x) { target_x += xvar; } else if (Blinky.x > Player.x) { target_x -= xvar; } if (Blinky.y < Player.y) { target_y += yvar; } else if (Blinky.y > Player.y) { target_y -= yvar; } } else if (Player.direction == 1) { target_x = Player.x; target_y = Player.y - 2; int xvar = Math.Abs(Blinky.x - target_x); int yvar = Math.Abs(Blinky.y - target_y); if (Blinky.x < Player.x) { target_x += xvar; } else if (Blinky.x > Player.x) { target_x -= xvar; } if (Blinky.y < Player.y) { target_y += yvar; } else if (Blinky.y > Player.y) { target_y -= yvar; } } else if (Player.direction == 2) { target_x = Player.x + 2; target_y = Player.y; int xvar = Math.Abs(Blinky.x - target_x); int yvar = Math.Abs(Blinky.y - target_y); if (Blinky.x < Player.x) { target_x += xvar; } else if (Blinky.x > Player.x) { target_x -= xvar; } if (Blinky.y < Player.y) { target_y += yvar; } else if (Blinky.y > Player.y) { target_y -= yvar; } } else if (Player.direction == 3) { target_x = Player.x; target_y = Player.y + 2; int xvar = Math.Abs(Blinky.x - target_x); int yvar = Math.Abs(Blinky.y - target_y); if (Blinky.x < Player.x) { target_x += xvar; } else if (Blinky.x > Player.x) { target_x -= xvar; } if (Blinky.y < Player.y) { target_y += yvar; } else if (Blinky.y > Player.y) { target_y -= yvar; } } break; case Ghost_AI.AI_STATE.FRIGHTENED: break; } }