27. Ghosts in the labyrinth
In out last version of the game, the ghosts were able to move freely from one point of the screen to the opposite. Now we'll improve it, so that they will still move side to side, but at least they will check collisions with the walls and return when they find an obstacle.
Their movement was previously like this:
// Move enemies and environment for (int i = 0; i < amountOfEnemies; i++) { enemies[i].x += enemies[i].xSpeed; if ((enemies[i].x < 1) || (enemies[i].x > 760)) enemies[i].xSpeed = -enemies[i].xSpeed; }
And now, with the help of our "CanMove" function, it will not be much more complicated:
// Move enemies and environment for (int i = 0; i < amountOfEnemies; i++) { if (CanMoveTo((int)(enemies[i].x + enemies[i].xSpeed), (int)enemies[i].y, map)) enemies[i].x += enemies[i].xSpeed; else enemies[i].xSpeed = -enemies[i].xSpeed; }
Only one more detail remains: their starting positions should be calculated inside the labyrinth, for example using coordinates which are multiples of 32, such as:
enemies[0].x = 32; enemies[0].y = 1 * 32; enemies[0].xSpeed = 4; enemies[1].x = 32; enemies[1].y = 3 * 32; enemies[1].xSpeed = 4; enemies[2].x = 3 * 32; enemies[2].y = 9 * 32; enemies[2].xSpeed = -4; enemies[3].x = 32; enemies[3].y = 11 * 32; enemies[3].xSpeed = 4;
And the result can be:
/* First mini-graphics-game skeleton Version Q: ghosts in the labyrinth */ using System; public class SdlMuncher { struct Dot { public int x; public int y; public bool visible; } static Dot[] dots; static int amountOfDots; struct Enemy { public float x; public float y; public float xSpeed; public float ySpeed; } static Enemy[] enemies; static int amountOfEnemies; static bool sessionFinished = false; static int startX = 32 * 8; static int startY = 32 * 8; static int lives; static int x, y; static int pacSpeed; static Image dotImage; static Image enemyImage; static Image pacImage; static Image wallImage; static string[] map = { "-----------------", "-.......-.......-", "-.--.--.-.--.--.-", "-...............-", "-.--.-.---.-.--.-", "-....-..-..-....-", "----.--...--.----", ".................", "----.-.-.-.-.----", "-....-.-.-.-....-", "-.--.-.---.-.--.-", "-...............-", "-.--.-.---.-.--.-", "-....-.....-....-", "-----------------" }; static int score; static Font sans18; static bool gameFinished; public static void Init() { bool fullScreen = false; SdlHardware.Init(800, 600, 24, fullScreen); dotImage = new Image("data/dot.png"); enemyImage = new Image("data/ghostGreen.png"); pacImage = new Image("data/pac01r.png"); wallImage = new Image("data/wall.png"); sans18 = new Font("data/Joystix.ttf", 18); // Data for the dots // First: count how many dots are there amountOfDots = 0; for (int row = 0; row < 15; row++) { for (int column = 0; column < 17; column++) { if (map[row][column] == '.') amountOfDots++; } } dots = new Dot[amountOfDots]; // Now, assign their coordinates int currentDot = 0; for (int row = 0; row < 15; row++) { for (int column = 0; column < 17; column++) { if (map[row][column] == '.') { dots[currentDot].x = column * 32; dots[currentDot].y = row * 32; currentDot++; } } } // And enemies amountOfEnemies = 4; enemies = new Enemy[amountOfEnemies]; } public static void PrepareGameStart() { // Pac coordinates and speed x = startX; y = startY; pacSpeed = 4; // Coordinates for the enemies enemies[0].x = 32; enemies[0].y = 1 * 32; enemies[0].xSpeed = 4; enemies[1].x = 32; enemies[1].y = 3 * 32; enemies[1].xSpeed = 4; enemies[2].x = 3 * 32; enemies[2].y = 9 * 32; enemies[2].xSpeed = -4; enemies[3].x = 32; enemies[3].y = 11 * 32; enemies[3].xSpeed = 4; // All dots must be visible for (int i = 0; i < amountOfDots; i++) dots[i].visible = true; // Resto of data for a new game score = 0; lives = 3; } public static void Intro() { int x = -40; bool exitIntro = false; do { SdlHardware.ClearScreen(); SdlHardware.WriteHiddenText("Hit SPACE to start", 300, 400, 0xCC, 0xCC, 0xCC, sans18); SdlHardware.WriteHiddenText("or H for Help", 330, 440, 0xAA, 0xAA, 0xAA, sans18); SdlHardware.WriteHiddenText("or C for Credits", 310, 480, 0x88, 0x88, 0x88, sans18); SdlHardware.WriteHiddenText("or Q to Quit", 340, 520, 0x66, 0x66, 0x66, sans18); SdlHardware.DrawHiddenImage(enemyImage, x - 50, 300); SdlHardware.DrawHiddenImage(pacImage, x, 300); SdlHardware.ShowHiddenScreen(); x += 8; if (x > 850) x = -40; SdlHardware.Pause(20); if (SdlHardware.KeyPressed(SdlHardware.KEY_C)) ShowCredits(); if (SdlHardware.KeyPressed(SdlHardware.KEY_H)) ShowHelp(); if (SdlHardware.KeyPressed(SdlHardware.KEY_SPC)) exitIntro = true; if (SdlHardware.KeyPressed(SdlHardware.KEY_Q)) { exitIntro = true; sessionFinished = true; } } while (!exitIntro); } public static void ShowCredits() { SdlHardware.ClearScreen(); SdlHardware.WriteHiddenText("By DAM Ies San Vicente 2012-2013", 200, 500, 0xCC, 0xCC, 0xCC, sans18); SdlHardware.WriteHiddenText("Hit ESC to return", 300, 540, 0x99, 0x99, 0x99, sans18); SdlHardware.ShowHiddenScreen(); do { SdlHardware.Pause(20); } while (!SdlHardware.KeyPressed(SdlHardware.KEY_ESC)); } public static void ShowHelp() { SdlHardware.ClearScreen(); SdlHardware.WriteHiddenText("Eat the dots, avoid the ghosts.", 200, 500, 0xCC, 0xCC, 0xCC, sans18); SdlHardware.WriteHiddenText("Hit ESC to return", 300, 540, 0x99, 0x99, 0x99, sans18); SdlHardware.ShowHiddenScreen(); do { SdlHardware.Pause(20); } while (!SdlHardware.KeyPressed(SdlHardware.KEY_ESC)); } public static bool CanMoveTo(int x, int y, string[] map) { bool canMove = true; for (int row = 0; row < 15; row++) { for (int column = 0; column < 17; column++) { if (map[row][column] == '-') if ((x > column * 32 - 32) && (x < column * 32 + 32) && (y > row * 32 - 32) && (y < row * 32 + 32) ) { canMove = false; } } } return canMove; } public static void DrawElements() { // Draw SdlHardware.ClearScreen(); //Console.Write("Score: {0}",score); // Background map for (int row = 0; row < 15; row++) { for (int column = 0; column < 17; column++) { if (map[row][column] == '-') SdlHardware.DrawHiddenImage(wallImage, column * 32, row * 32); } } for (int i = 0; i < amountOfDots; i++) { if (dots[i].visible) SdlHardware.DrawHiddenImage(dotImage, dots[i].x, dots[i].y); } SdlHardware.DrawHiddenImage(pacImage, x, y); for (int i = 0; i < amountOfEnemies; i++) SdlHardware.DrawHiddenImage(enemyImage, (int)enemies[i].x, (int)enemies[i].y); SdlHardware.WriteHiddenText("Score: " + score, 610, 100, 0x80, 0x80, 0xFF, sans18); SdlHardware.WriteHiddenText("Lives: " + lives, 610, 140, 0x80, 0x80, 0xFF, sans18); SdlHardware.ShowHiddenScreen(); } public static void CheckInputDevices() { // Read keys and calculate new position if (SdlHardware.KeyPressed(SdlHardware.KEY_RIGHT) && CanMoveTo(x + pacSpeed, y, map)) x += pacSpeed; if (SdlHardware.KeyPressed(SdlHardware.KEY_LEFT) && CanMoveTo(x - pacSpeed, y, map)) x -= pacSpeed; if (SdlHardware.KeyPressed(SdlHardware.KEY_DOWN) && CanMoveTo(x, y + pacSpeed, map)) y += pacSpeed; if (SdlHardware.KeyPressed(SdlHardware.KEY_UP) && CanMoveTo(x, y - pacSpeed, map)) y -= pacSpeed; if (SdlHardware.KeyPressed(SdlHardware.KEY_ESC)) gameFinished = true; } public static void MoveElements() { // Move enemies and environment for (int i = 0; i < amountOfEnemies; i++) { if (CanMoveTo((int)(enemies[i].x + enemies[i].xSpeed), (int)enemies[i].y, map)) enemies[i].x += enemies[i].xSpeed; else enemies[i].xSpeed = -enemies[i].xSpeed; } } public static void CheckCollisions() { // Collisions, lose energy or lives, etc for (int i = 0; i < amountOfDots; i++) if (dots[i].visible && (x > dots[i].x - 32) && (x < dots[i].x + 32) && (y > dots[i].y - 32) && (y < dots[i].y + 32) ) { score += 10; dots[i].visible = false; } for (int i = 0; i < amountOfEnemies; i++) if ( (x > enemies[i].x - 32) && (x < enemies[i].x + 32) && (y > enemies[i].y - 32) && (y < enemies[i].y + 32) ) { x = startX; y = startY; lives--; if (lives == 0) gameFinished = true; } } public static void PauseTillNextFrame() { SdlHardware.Pause(40); } public static void Main() { Init(); Intro(); while (!sessionFinished) { PrepareGameStart(); // Game Loop gameFinished = false; while (!gameFinished) { DrawElements(); CheckInputDevices(); MoveElements(); CheckCollisions(); PauseTillNextFrame(); } // end of game loop Intro(); } // end of session } // end of Main } // end of class