pac-man-phaser 1.0.8 → 1.0.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.d.ts +4 -2
- package/dist/index.js +1230 -3
- package/package.json +4 -5
- package/assets/spritesheet.webp +0 -0
- package/dist/game/_scenes/game-over-scene.d.ts +0 -9
- package/dist/game/_scenes/game-over-scene.d.ts.map +0 -1
- package/dist/game/_scenes/game-over-scene.js +0 -59
- package/dist/game/_scenes/game-over-scene.js.map +0 -1
- package/dist/game/_scenes/pac-man-scene.d.ts +0 -14
- package/dist/game/_scenes/pac-man-scene.d.ts.map +0 -1
- package/dist/game/_scenes/pac-man-scene.js +0 -150
- package/dist/game/_scenes/pac-man-scene.js.map +0 -1
- package/dist/game/_scenes/pause-scene.d.ts +0 -5
- package/dist/game/_scenes/pause-scene.d.ts.map +0 -1
- package/dist/game/_scenes/pause-scene.js +0 -28
- package/dist/game/_scenes/pause-scene.js.map +0 -1
- package/dist/game/constants.d.ts +0 -19
- package/dist/game/constants.d.ts.map +0 -1
- package/dist/game/constants.js +0 -27
- package/dist/game/constants.js.map +0 -1
- package/dist/game/sprites/abstracts/action-item.d.ts +0 -5
- package/dist/game/sprites/abstracts/action-item.d.ts.map +0 -1
- package/dist/game/sprites/abstracts/action-item.js +0 -4
- package/dist/game/sprites/abstracts/action-item.js.map +0 -1
- package/dist/game/sprites/abstracts/item.d.ts +0 -6
- package/dist/game/sprites/abstracts/item.d.ts.map +0 -1
- package/dist/game/sprites/abstracts/item.js +0 -12
- package/dist/game/sprites/abstracts/item.js.map +0 -1
- package/dist/game/sprites/characters/character.d.ts +0 -20
- package/dist/game/sprites/characters/character.d.ts.map +0 -1
- package/dist/game/sprites/characters/character.js +0 -125
- package/dist/game/sprites/characters/character.js.map +0 -1
- package/dist/game/sprites/ghosts/blinky.d.ts +0 -11
- package/dist/game/sprites/ghosts/blinky.d.ts.map +0 -1
- package/dist/game/sprites/ghosts/blinky.js +0 -26
- package/dist/game/sprites/ghosts/blinky.js.map +0 -1
- package/dist/game/sprites/ghosts/clyde.d.ts +0 -10
- package/dist/game/sprites/ghosts/clyde.d.ts.map +0 -1
- package/dist/game/sprites/ghosts/clyde.js +0 -31
- package/dist/game/sprites/ghosts/clyde.js.map +0 -1
- package/dist/game/sprites/ghosts/ghost.d.ts +0 -48
- package/dist/game/sprites/ghosts/ghost.d.ts.map +0 -1
- package/dist/game/sprites/ghosts/ghost.js +0 -323
- package/dist/game/sprites/ghosts/ghost.js.map +0 -1
- package/dist/game/sprites/ghosts/inky.d.ts +0 -11
- package/dist/game/sprites/ghosts/inky.d.ts.map +0 -1
- package/dist/game/sprites/ghosts/inky.js +0 -50
- package/dist/game/sprites/ghosts/inky.js.map +0 -1
- package/dist/game/sprites/ghosts/pinky.d.ts +0 -10
- package/dist/game/sprites/ghosts/pinky.d.ts.map +0 -1
- package/dist/game/sprites/ghosts/pinky.js +0 -42
- package/dist/game/sprites/ghosts/pinky.js.map +0 -1
- package/dist/game/sprites/pac-man.d.ts +0 -17
- package/dist/game/sprites/pac-man.d.ts.map +0 -1
- package/dist/game/sprites/pac-man.js +0 -264
- package/dist/game/sprites/pac-man.js.map +0 -1
- package/dist/game/sprites/pellet.d.ts +0 -7
- package/dist/game/sprites/pellet.d.ts.map +0 -1
- package/dist/game/sprites/pellet.js +0 -15
- package/dist/game/sprites/pellet.js.map +0 -1
- package/dist/game/sprites/super-pellet.d.ts +0 -13
- package/dist/game/sprites/super-pellet.d.ts.map +0 -1
- package/dist/game/sprites/super-pellet.js +0 -67
- package/dist/game/sprites/super-pellet.js.map +0 -1
- package/dist/game/sprites/wall.d.ts +0 -5
- package/dist/game/sprites/wall.d.ts.map +0 -1
- package/dist/game/sprites/wall.js +0 -16
- package/dist/game/sprites/wall.js.map +0 -1
- package/dist/game/ui/score-display.d.ts +0 -7
- package/dist/game/ui/score-display.d.ts.map +0 -1
- package/dist/game/ui/score-display.js +0 -19
- package/dist/game/ui/score-display.js.map +0 -1
- package/dist/index.d.ts.map +0 -1
- package/dist/index.js.map +0 -1
- package/dist/pac-man.d.ts +0 -2
- package/dist/pac-man.d.ts.map +0 -1
- package/dist/pac-man.js +0 -19
- package/dist/pac-man.js.map +0 -1
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import { Ghost } from './ghost';
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import { directions } from '../../constants';
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export class Blinky extends Ghost {
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constructor(scene, gameMap, pacman, scatterTarget) {
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const x = 14 * 32;
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const y = 11 * 32 + 16;
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super(scene, gameMap, x, y, scatterTarget, pacman, 'blinky', [
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directions.UP,
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directions.RIGHT,
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directions.DOWN,
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directions.LEFT,
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]);
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this.pelletCountToLeaveHouse = 0;
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this.timerToLeaveHouse = 0; // milliseconds
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this.randomId = Math.random().toString(36).substring(2, 15);
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console.log(`Blinky[${this.randomId}] constructed at (${x}, ${y})`);
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this.setStartTimer();
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this.setFrame('blinky-left');
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}
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// Blinky always chases Pac-Man directly
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onCenter() {
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this.target = this.pacman.gridPosition;
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super.onCenter();
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}
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}
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//# sourceMappingURL=blinky.js.map
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{"version":3,"file":"blinky.js","sourceRoot":"","sources":["../../../../src/game/sprites/ghosts/blinky.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAE/B,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAA;AAE5C,MAAM,OAAO,MAAO,SAAQ,KAAK;IAM/B,YACE,KAAmB,EACnB,OAAkB,EAClB,MAAiB,EACjB,aAA4C;QAE5C,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,CAAA;QACjB,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAA;QACtB,KAAK,CAAC,KAAK,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,aAAa,EAAE,MAAM,EAAE,QAAQ,EAAE;YAC3D,UAAU,CAAC,EAAE;YACb,UAAU,CAAC,KAAK;YAChB,UAAU,CAAC,IAAI;YACf,UAAU,CAAC,IAAI;SAChB,CAAC,CAAA;QAlBe,4BAAuB,GAAG,CAAC,CAAA;QAC3B,sBAAiB,GAAG,CAAC,CAAA,CAAC,eAAe;QAExD,aAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,EAAE,CAAC,CAAA;QAiBpD,OAAO,CAAC,GAAG,CAAC,UAAU,IAAI,CAAC,QAAQ,qBAAqB,CAAC,KAAK,CAAC,GAAG,CAAC,CAAA;QACnE,IAAI,CAAC,aAAa,EAAE,CAAA;QACpB,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAA;IAC9B,CAAC;IAED,wCAAwC;IACxC,QAAQ;QACN,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAA;QACtC,KAAK,CAAC,QAAQ,EAAE,CAAA;IAClB,CAAC;CACF"}
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import { PacManMap } from 'pac-man-map-generator';
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import { Ghost } from './ghost';
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import { Character } from '../characters/character';
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export declare class Clyde extends Ghost {
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protected readonly pelletCountToLeaveHouse = 60;
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protected readonly timerToLeaveHouse = 11000;
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constructor(scene: Phaser.Scene, gameMap: PacManMap, pacman: Character, scatterTarget: Phaser.Types.Math.Vector2Like);
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onCenter(): void;
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}
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//# sourceMappingURL=clyde.d.ts.map
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{"version":3,"file":"clyde.d.ts","sourceRoot":"","sources":["../../../../src/game/sprites/ghosts/clyde.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAA;AACjD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/B,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAA;AAGnD,qBAAa,KAAM,SAAQ,KAAK;IAC9B,SAAS,CAAC,QAAQ,CAAC,uBAAuB,MAAK;IAC/C,SAAS,CAAC,QAAQ,CAAC,iBAAiB,SAAS;gBAG3C,KAAK,EAAE,MAAM,CAAC,KAAK,EACnB,OAAO,EAAE,SAAS,EAClB,MAAM,EAAE,SAAS,EACjB,aAAa,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW;IAiB9C,QAAQ;CAWT"}
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import { Ghost } from './ghost';
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import { directions } from '../../constants';
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export class Clyde extends Ghost {
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constructor(scene, gameMap, pacman, scatterTarget) {
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const x = 15.25 * 32;
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const y = 13.5 * 32;
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super(scene, gameMap, x, y, scatterTarget, pacman, 'clyde', [
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directions.DOWN,
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directions.LEFT,
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directions.UP,
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directions.RIGHT,
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]);
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this.pelletCountToLeaveHouse = 60;
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this.timerToLeaveHouse = 11000; // milliseconds
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this.setFrame('clyde-left');
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this.setStartTimer();
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}
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// Clyde always chases Pac-Man directly
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// However, if he gets within 8 tiles of Pac-Man, he will stop moving toward him
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// and instead target his "home" position in the bottom-left corner of the map
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onCenter() {
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this.target = this.pacman.gridPosition;
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const distance = Math.abs(this.gridPosition.x - this.pacman.gridPosition.x) +
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Math.abs(this.gridPosition.y - this.pacman.gridPosition.y);
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if (distance < 8) {
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this.target = this.scatterTarget;
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}
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super.onCenter();
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}
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}
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//# sourceMappingURL=clyde.js.map
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{"version":3,"file":"clyde.js","sourceRoot":"","sources":["../../../../src/game/sprites/ghosts/clyde.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAE/B,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAA;AAE5C,MAAM,OAAO,KAAM,SAAQ,KAAK;IAI9B,YACE,KAAmB,EACnB,OAAkB,EAClB,MAAiB,EACjB,aAA4C;QAE5C,MAAM,CAAC,GAAG,KAAK,GAAG,EAAE,CAAA;QACpB,MAAM,CAAC,GAAG,IAAI,GAAG,EAAE,CAAA;QACnB,KAAK,CAAC,KAAK,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,aAAa,EAAE,MAAM,EAAE,OAAO,EAAE;YAC1D,UAAU,CAAC,IAAI;YACf,UAAU,CAAC,IAAI;YACf,UAAU,CAAC,EAAE;YACb,UAAU,CAAC,KAAK;SACjB,CAAC,CAAA;QAhBe,4BAAuB,GAAG,EAAE,CAAA;QAC5B,sBAAiB,GAAG,KAAM,CAAA,CAAC,eAAe;QAgB3D,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAA;QAC3B,IAAI,CAAC,aAAa,EAAE,CAAA;IACtB,CAAC;IAED,uCAAuC;IACvC,gFAAgF;IAChF,8EAA8E;IAC9E,QAAQ;QACN,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAA;QACtC,MAAM,QAAQ,GACZ,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC;YAC1D,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,CAAA;QAC5D,IAAI,QAAQ,GAAG,CAAC,EAAE,CAAC;YACjB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,aAAa,CAAA;QAClC,CAAC;QAED,KAAK,CAAC,QAAQ,EAAE,CAAA;IAClB,CAAC;CACF"}
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import { PacManMap } from 'pac-man-map-generator';
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import { Character } from '../characters/character';
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export declare enum GhostState {
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CHASE = 0,
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SCATTER = 1,
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FRIGHTENED = 2,
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DEAD = 3
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}
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export declare abstract class Ghost extends Character {
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ghostState: GhostState;
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protected pelletCount: number;
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protected speed: number;
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protected readonly pacman: Character;
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protected readonly gameMap: PacManMap;
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protected readonly scatterTarget: Phaser.Types.Math.Vector2Like;
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protected target: Phaser.Types.Math.Vector2Like;
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private previousGridCoords;
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protected abstract readonly pelletCountToLeaveHouse: number;
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protected abstract readonly timerToLeaveHouse: number;
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private hasLeftHouse;
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private isLeavingHouse;
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private sequenceIndex;
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private sequenceTimer?;
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private frightenedTimer?;
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private modeSequences;
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private readonly directionPriority;
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private readonly defTextureMap;
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private readonly startingCoords;
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private frightenedTextureMap;
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private frightenedEndTextureMap;
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constructor(scene: Phaser.Scene, gameMap: PacManMap, x: number, y: number, scatterTarget: Phaser.Types.Math.Vector2Like, pacman: Character, ghostName: string, directionPriority: number[]);
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countPellet(): void;
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scare(): void;
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private startSequence;
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protected setStartTimer(): void;
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private leaveHouse;
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update(): void;
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onCenter(): void;
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handleDeath(): void;
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private reset;
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private getRandomDirection;
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private mapPathToTarget;
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private isAtIntersection;
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private checkForWall;
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static loadTextures(textures: Phaser.Textures.TextureManager): void;
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static loadAnimations(anims: Phaser.Animations.AnimationManager): void;
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}
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//# sourceMappingURL=ghost.d.ts.map
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{"version":3,"file":"ghost.d.ts","sourceRoot":"","sources":["../../../../src/game/sprites/ghosts/ghost.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAA;AACjD,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAA;AAQnD,oBAAY,UAAU;IACpB,KAAK,IAAA;IACL,OAAO,IAAA;IACP,UAAU,IAAA;IACV,IAAI,IAAA;CACL;AAED,8BAAsB,KAAM,SAAQ,SAAS;IAC3C,UAAU,EAAE,UAAU,CAAqB;IAC3C,SAAS,CAAC,WAAW,EAAE,MAAM,CAAI;IACjC,SAAS,CAAC,KAAK,EAAE,MAAM,CAAc;IACrC,SAAS,CAAC,QAAQ,CAAC,MAAM,EAAE,SAAS,CAAA;IACpC,SAAS,CAAC,QAAQ,CAAC,OAAO,EAAE,SAAS,CAAA;IACrC,SAAS,CAAC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAG9D;IACD,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAiB;IAChE,OAAO,CAAC,kBAAkB,CAAgD;IAC1E,SAAS,CAAC,QAAQ,CAAC,QAAQ,CAAC,uBAAuB,EAAE,MAAM,CAAA;IAC3D,SAAS,CAAC,QAAQ,CAAC,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAA;IACrD,OAAO,CAAC,YAAY,CAAiB;IACrC,OAAO,CAAC,cAAc,CAAiB;IAEvC,OAAO,CAAC,aAAa,CAAY;IACjC,OAAO,CAAC,aAAa,CAAC,CAAwB;IAC9C,OAAO,CAAC,eAAe,CAAC,CAAwB;IAChD,OAAO,CAAC,aAAa,CASpB;IAED,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAU;IAE5C,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAA;IAC9B,OAAO,CAAC,QAAQ,CAAC,cAAc,CAA+B;IAE9D,OAAO,CAAC,oBAAoB,CAK3B;IAED,OAAO,CAAC,uBAAuB,CAK9B;gBAGC,KAAK,EAAE,MAAM,CAAC,KAAK,EACnB,OAAO,EAAE,SAAS,EAClB,CAAC,EAAE,MAAM,EACT,CAAC,EAAE,MAAM,EACT,aAAa,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAC5C,MAAM,EAAE,SAAS,EACjB,SAAS,EAAE,MAAM,EACjB,iBAAiB,EAAE,MAAM,EAAE;IA4B7B,WAAW;IAQX,KAAK;IAgCL,OAAO,CAAC,aAAa;IAoBrB,SAAS,CAAC,aAAa;IAMvB,OAAO,CAAC,UAAU;IAyBlB,MAAM;IA8BN,QAAQ;IA+BR,WAAW;IAkBX,OAAO,CAAC,KAAK;IAyBb,OAAO,CAAC,kBAAkB;IAqB1B,OAAO,CAAC,eAAe;IA0CvB,OAAO,CAAC,gBAAgB;IAsBxB,OAAO,CAAC,YAAY;IAMpB,MAAM,CAAC,YAAY,CAAC,QAAQ,EAAE,MAAM,CAAC,QAAQ,CAAC,cAAc;IAwB5D,MAAM,CAAC,cAAc,CAAC,KAAK,EAAE,MAAM,CAAC,UAAU,CAAC,gBAAgB;CAWhE"}
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import { Character } from '../characters/character';
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import { directions, directionsArray, GHOST_SPEED, GHOST_SPEED_FRIGHTENED, } from '../../constants';
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export var GhostState;
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(function (GhostState) {
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5
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GhostState[GhostState["CHASE"] = 0] = "CHASE";
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GhostState[GhostState["SCATTER"] = 1] = "SCATTER";
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GhostState[GhostState["FRIGHTENED"] = 2] = "FRIGHTENED";
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GhostState[GhostState["DEAD"] = 3] = "DEAD";
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})(GhostState || (GhostState = {}));
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10
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export class Ghost extends Character {
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constructor(scene, gameMap, x, y, scatterTarget, pacman, ghostName, directionPriority) {
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const startingFrame = `frame:${ghostName}-up`;
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const textureMap = {
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[directions.LEFT]: `frame:${ghostName}-left`,
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[directions.RIGHT]: `frame:${ghostName}-right`,
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[directions.UP]: `frame:${ghostName}-up`,
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[directions.DOWN]: `frame:${ghostName}-down`,
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};
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super(scene, gameMap, x, y, textureMap, 'spritesheet', startingFrame);
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this.ghostState = GhostState.SCATTER;
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21
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this.pelletCount = 0;
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this.speed = GHOST_SPEED;
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this.scatterTarget = {
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x: 0,
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y: 0,
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};
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this.target = { x: 0, y: 0 };
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this.previousGridCoords = { x: 0, y: 0 };
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this.hasLeftHouse = false;
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this.isLeavingHouse = false;
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this.sequenceIndex = 0;
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this.modeSequences = [
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{ state: GhostState.SCATTER, duration: 5000 },
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{ state: GhostState.CHASE, duration: 20000 },
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{ state: GhostState.SCATTER, duration: 5000 },
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{ state: GhostState.CHASE, duration: 20000 },
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{ state: GhostState.SCATTER, duration: 5000 },
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{ state: GhostState.CHASE, duration: 20000 },
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{ state: GhostState.SCATTER, duration: 5000 },
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{ state: GhostState.CHASE, duration: null }, // -1 means indefinite
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];
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this.frightenedTextureMap = {
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[directions.LEFT]: 'frame:frightened',
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[directions.RIGHT]: 'frame:frightened',
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[directions.UP]: 'frame:frightened',
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[directions.DOWN]: 'frame:frightened',
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};
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this.frightenedEndTextureMap = {
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[directions.LEFT]: 'frightened-end',
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[directions.RIGHT]: 'frightened-end',
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[directions.UP]: 'frightened-end',
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[directions.DOWN]: 'frightened-end',
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53
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};
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54
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this.startingCoords = { x, y };
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55
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this.directionPriority = directionPriority;
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this.previousGridCoords = this.gridPosition;
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57
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this.defTextureMap = textureMap;
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this.pacman = pacman;
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this.gameMap = gameMap;
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this.scatterTarget = scatterTarget;
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61
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this.frightenedTimer?.destroy();
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this.frightenedTimer = undefined;
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63
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this.sequenceTimer?.destroy();
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this.sequenceTimer = undefined;
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65
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this.sequenceIndex = 0;
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66
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this.target = this.scatterTarget;
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67
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}
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68
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countPellet() {
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69
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this.pelletCount++;
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if (this.pelletCount === this.pelletCountToLeaveHouse) {
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71
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this.leaveHouse();
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72
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}
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73
|
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}
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74
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scare() {
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75
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this.ghostState = GhostState.FRIGHTENED;
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76
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this.speed = GHOST_SPEED_FRIGHTENED;
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77
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let newDirection = this.getOppositeDirection(this.direction);
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78
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const canMoveInOppositeDirection = this.canMove(this.gridPosition, newDirection);
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79
|
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if (!canMoveInOppositeDirection) {
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newDirection = this.getRandomDirection();
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}
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this.changeDirection(newDirection);
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this.textureMap = this.frightenedTextureMap;
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this.setFrame('frightened');
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85
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this.sequenceTimer?.destroy();
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86
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// Clear existing timer and set new one
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this.frightenedTimer?.destroy();
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this.frightenedTimer = this.scene.time.delayedCall(6000, () => {
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this.textureMap = this.frightenedEndTextureMap;
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this.anims.play('frightened-end', true);
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this.frightenedTimer = this.scene.time.delayedCall(2000, () => {
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this.speed = GHOST_SPEED;
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this.textureMap = this.defTextureMap;
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this.changeDirection(this.direction);
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95
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this.startSequence();
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96
|
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});
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97
|
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});
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|
98
|
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}
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|
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|
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startSequence() {
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100
|
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if (this.sequenceIndex >= this.modeSequences.length) {
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101
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return;
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102
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}
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103
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const sequence = this.modeSequences[this.sequenceIndex];
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this.ghostState = sequence.state;
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105
|
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if (sequence.duration !== null) {
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|
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this.sequenceTimer = this.scene.time.delayedCall(sequence.duration, () => {
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107
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this.sequenceIndex++;
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|
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this.startSequence();
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109
|
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});
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110
|
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}
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111
|
-
}
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112
|
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// Ghosts start moving after a delay
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113
|
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setStartTimer() {
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114
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this.scene.time.delayedCall(this.timerToLeaveHouse, () => {
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115
|
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this.leaveHouse();
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116
|
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});
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117
|
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}
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118
|
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leaveHouse() {
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119
|
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if (this.hasLeftHouse) {
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120
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return;
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121
|
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}
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122
|
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this.hasLeftHouse = true;
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123
|
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this.isLeavingHouse = true;
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124
|
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const x = 14 * 32;
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125
|
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const y = 11 * 32 + 16;
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|
126
|
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if (this.x <= x) {
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|
127
|
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this.changeDirection(directions.RIGHT);
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|
128
|
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}
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129
|
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else if (this.x >= x) {
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130
|
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this.changeDirection(directions.LEFT);
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131
|
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}
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132
|
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else if (this.y >= y) {
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133
|
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this.changeDirection(directions.UP);
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134
|
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}
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135
|
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else {
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136
|
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this.gridPosition = { x: 14, y: 11 };
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|
137
|
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this.previousGridCoords = this.gridPosition;
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|
138
|
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this.mapPathToTarget(this.target);
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|
139
|
-
this.isLeavingHouse = false;
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|
140
|
-
this.startSequence();
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|
141
|
-
}
|
|
142
|
-
}
|
|
143
|
-
update() {
|
|
144
|
-
// If the ghost is still in the house, do nothing
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|
145
|
-
if (!this.hasLeftHouse) {
|
|
146
|
-
return;
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|
147
|
-
}
|
|
148
|
-
if (this.isLeavingHouse) {
|
|
149
|
-
const targetX = 14 * 32;
|
|
150
|
-
const targetY = 11 * 32 + 16;
|
|
151
|
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if (this.direction === directions.UP && this.y <= targetY) {
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|
152
|
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this.gridPosition = { x: 14, y: 11 };
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|
153
|
-
this.previousGridCoords = this.gridPosition;
|
|
154
|
-
this.isLeavingHouse = false;
|
|
155
|
-
this.setPosition(targetX, targetY);
|
|
156
|
-
this.mapPathToTarget(this.target);
|
|
157
|
-
this.startSequence();
|
|
158
|
-
}
|
|
159
|
-
else if ((this.direction === directions.RIGHT && this.x >= targetX) ||
|
|
160
|
-
(this.direction === directions.LEFT && this.x <= targetX)) {
|
|
161
|
-
this.setPosition(targetX, this.y);
|
|
162
|
-
this.changeDirection(directions.UP);
|
|
163
|
-
}
|
|
164
|
-
return;
|
|
165
|
-
}
|
|
166
|
-
super.update();
|
|
167
|
-
}
|
|
168
|
-
onCenter() {
|
|
169
|
-
const newCoords = this.gridPosition;
|
|
170
|
-
// Only recalculate path if the ghost has moved to a new grid square
|
|
171
|
-
if (newCoords.x === this.previousGridCoords.x &&
|
|
172
|
-
newCoords.y === this.previousGridCoords.y) {
|
|
173
|
-
return;
|
|
174
|
-
}
|
|
175
|
-
this.previousGridCoords = newCoords;
|
|
176
|
-
if (this.direction === -1 || this.isAtIntersection()) {
|
|
177
|
-
// Target for GhostState.CHASE is handled in subclasses
|
|
178
|
-
switch (this.ghostState) {
|
|
179
|
-
case GhostState.SCATTER:
|
|
180
|
-
this.target = this.scatterTarget;
|
|
181
|
-
break;
|
|
182
|
-
case GhostState.FRIGHTENED:
|
|
183
|
-
this.changeDirection(this.getRandomDirection());
|
|
184
|
-
return;
|
|
185
|
-
}
|
|
186
|
-
this.mapPathToTarget(this.target);
|
|
187
|
-
return;
|
|
188
|
-
}
|
|
189
|
-
this.checkForWall();
|
|
190
|
-
}
|
|
191
|
-
handleDeath() {
|
|
192
|
-
if (this.body) {
|
|
193
|
-
this.body.stop();
|
|
194
|
-
this.body.enable = false;
|
|
195
|
-
}
|
|
196
|
-
this.setAlpha(0);
|
|
197
|
-
this.speed = 0;
|
|
198
|
-
this.ghostState = GhostState.DEAD;
|
|
199
|
-
this.scene.time.delayedCall(3000, () => {
|
|
200
|
-
this.setAlpha(1);
|
|
201
|
-
if (this.body) {
|
|
202
|
-
this.body.enable = true;
|
|
203
|
-
}
|
|
204
|
-
this.reset();
|
|
205
|
-
});
|
|
206
|
-
}
|
|
207
|
-
reset() {
|
|
208
|
-
// Stop all timers
|
|
209
|
-
this.frightenedTimer?.destroy();
|
|
210
|
-
this.sequenceTimer?.destroy();
|
|
211
|
-
// Reset state
|
|
212
|
-
this.ghostState = GhostState.SCATTER;
|
|
213
|
-
this.speed = GHOST_SPEED;
|
|
214
|
-
this.hasLeftHouse = false;
|
|
215
|
-
this.isLeavingHouse = false;
|
|
216
|
-
this.textureMap = this.defTextureMap;
|
|
217
|
-
// Reset position to spawn
|
|
218
|
-
this.setPosition(this.startingCoords.x, this.startingCoords.y);
|
|
219
|
-
this.gridPosition = {
|
|
220
|
-
x: Math.floor(this.startingCoords.x / 32),
|
|
221
|
-
y: Math.floor(this.startingCoords.y / 32),
|
|
222
|
-
};
|
|
223
|
-
this.previousGridCoords = this.gridPosition;
|
|
224
|
-
this.direction = -1;
|
|
225
|
-
// Restart house timer
|
|
226
|
-
this.setStartTimer();
|
|
227
|
-
}
|
|
228
|
-
getRandomDirection() {
|
|
229
|
-
const possibleDirections = directionsArray.filter((d) => d.dir !== this.getOppositeDirection(this.direction));
|
|
230
|
-
const validDirections = possibleDirections.filter((d) => {
|
|
231
|
-
const newX = this.previousGridCoords.x + d.x;
|
|
232
|
-
const newY = this.previousGridCoords.y + d.y;
|
|
233
|
-
return (this.gameMap[newY]?.[newX]?.type !== 'wall' &&
|
|
234
|
-
this.gameMap[newY]?.[newX]?.type !== 'ghost-house');
|
|
235
|
-
});
|
|
236
|
-
if (validDirections.length === 0) {
|
|
237
|
-
return this.getOppositeDirection(this.direction);
|
|
238
|
-
}
|
|
239
|
-
return Phaser.Utils.Array.GetRandom(validDirections).dir;
|
|
240
|
-
}
|
|
241
|
-
mapPathToTarget(target) {
|
|
242
|
-
// Calculate the shortest distance from
|
|
243
|
-
// each surrounding square to the target
|
|
244
|
-
// excluding the back wards direction
|
|
245
|
-
const directionsToCheck = this.directionPriority
|
|
246
|
-
.filter((d) => d !== this.getOppositeDirection(this.direction))
|
|
247
|
-
.map((dir) => {
|
|
248
|
-
return directionsArray.find((d) => d.dir === dir);
|
|
249
|
-
})
|
|
250
|
-
.filter((d) => d !== undefined);
|
|
251
|
-
let shortestDistance = Infinity;
|
|
252
|
-
let bestDirection = this.direction;
|
|
253
|
-
directionsToCheck.forEach((d) => {
|
|
254
|
-
const newX = this.gridPosition.x + d.x;
|
|
255
|
-
const newY = this.gridPosition.y + d.y;
|
|
256
|
-
const block = this.gameMap[newY]?.[newX];
|
|
257
|
-
if (block &&
|
|
258
|
-
this.gameMap[newY]?.[newX]?.type !== 'wall' &&
|
|
259
|
-
this.gameMap[newY]?.[newX]?.type !== 'ghost-house') {
|
|
260
|
-
const distance = Math.hypot(target.x - newX, target.y - newY);
|
|
261
|
-
if (distance < shortestDistance) {
|
|
262
|
-
shortestDistance = distance;
|
|
263
|
-
bestDirection = d.dir;
|
|
264
|
-
}
|
|
265
|
-
else if (distance === shortestDistance &&
|
|
266
|
-
bestDirection === this.direction) {
|
|
267
|
-
// If distances are equal, prefer to keep moving in the same direction
|
|
268
|
-
bestDirection = d.dir;
|
|
269
|
-
}
|
|
270
|
-
}
|
|
271
|
-
});
|
|
272
|
-
// Move in the best direction
|
|
273
|
-
this.changeDirection(bestDirection);
|
|
274
|
-
}
|
|
275
|
-
isAtIntersection() {
|
|
276
|
-
const cell = {
|
|
277
|
-
x: Math.floor(this.position.x / 32),
|
|
278
|
-
y: Math.floor(this.position.y / 32),
|
|
279
|
-
};
|
|
280
|
-
let paths = 0;
|
|
281
|
-
directionsArray.forEach((dir) => {
|
|
282
|
-
const newX = cell.x + dir.x;
|
|
283
|
-
const newY = cell.y + dir.y;
|
|
284
|
-
if (this.gameMap[newY]?.[newX]?.type !== 'wall' &&
|
|
285
|
-
this.gameMap[newY]?.[newX]?.type !== 'ghost-house') {
|
|
286
|
-
paths++;
|
|
287
|
-
}
|
|
288
|
-
});
|
|
289
|
-
return paths > 2;
|
|
290
|
-
}
|
|
291
|
-
checkForWall() {
|
|
292
|
-
if (!this.canMove(this.previousGridCoords, this.direction)) {
|
|
293
|
-
this.mapPathToTarget(this.target);
|
|
294
|
-
}
|
|
295
|
-
}
|
|
296
|
-
static loadTextures(textures) {
|
|
297
|
-
const tex = textures.get('spritesheet');
|
|
298
|
-
const ghosts = ['blinky', 'pinky', 'inky', 'clyde', 'eyes'];
|
|
299
|
-
const spriteMaps = [];
|
|
300
|
-
for (let i = 0; i < ghosts.length; i++) {
|
|
301
|
-
const ghost = ghosts[i];
|
|
302
|
-
spriteMaps.push({ key: `${ghost}-up`, xPos: i * 2, yPos: 4 }, { key: `${ghost}-down`, xPos: i * 2, yPos: 6 }, { key: `${ghost}-left`, xPos: i * 2, yPos: 8 }, { key: `${ghost}-right`, xPos: i * 2, yPos: 10 });
|
|
303
|
-
}
|
|
304
|
-
spriteMaps.push({ key: `frightened`, xPos: 10, yPos: 4 });
|
|
305
|
-
spriteMaps.push({ key: `frightened-flash`, xPos: 10, yPos: 6 });
|
|
306
|
-
for (let i = 0; i < spriteMaps.length; i++) {
|
|
307
|
-
const { key, xPos, yPos } = spriteMaps[i];
|
|
308
|
-
tex.add(key, 0, xPos * 16, yPos * 16, 32, 32);
|
|
309
|
-
}
|
|
310
|
-
}
|
|
311
|
-
static loadAnimations(anims) {
|
|
312
|
-
anims.create({
|
|
313
|
-
key: 'frightened-end',
|
|
314
|
-
frames: [
|
|
315
|
-
{ key: 'spritesheet', frame: 'frightened-flash' },
|
|
316
|
-
{ key: 'spritesheet', frame: 'frightened' },
|
|
317
|
-
],
|
|
318
|
-
repeat: -1,
|
|
319
|
-
frameRate: 5,
|
|
320
|
-
});
|
|
321
|
-
}
|
|
322
|
-
}
|
|
323
|
-
//# sourceMappingURL=ghost.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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@@ -1,11 +0,0 @@
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|
|
1
|
-
import { PacManMap } from 'pac-man-map-generator';
|
|
2
|
-
import { Ghost } from './ghost';
|
|
3
|
-
import { Character } from '../characters/character';
|
|
4
|
-
export declare class Inky extends Ghost {
|
|
5
|
-
protected readonly pelletCountToLeaveHouse = 30;
|
|
6
|
-
protected readonly timerToLeaveHouse = 5000;
|
|
7
|
-
private readonly blinky;
|
|
8
|
-
constructor(scene: Phaser.Scene, gameMap: PacManMap, pacman: Character, blinky: Character, scatterTarget: Phaser.Types.Math.Vector2Like);
|
|
9
|
-
onCenter(): void;
|
|
10
|
-
}
|
|
11
|
-
//# sourceMappingURL=inky.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"inky.d.ts","sourceRoot":"","sources":["../../../../src/game/sprites/ghosts/inky.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAA;AACjD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/B,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAA;AAGnD,qBAAa,IAAK,SAAQ,KAAK;IAC7B,SAAS,CAAC,QAAQ,CAAC,uBAAuB,MAAK;IAC/C,SAAS,CAAC,QAAQ,CAAC,iBAAiB,QAAO;IAC3C,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAW;gBAEhC,KAAK,EAAE,MAAM,CAAC,KAAK,EACnB,OAAO,EAAE,SAAS,EAClB,MAAM,EAAE,SAAS,EACjB,MAAM,EAAE,SAAS,EACjB,aAAa,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW;IAmB9C,QAAQ;CA6BT"}
|
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@@ -1,50 +0,0 @@
|
|
|
1
|
-
import { Ghost } from './ghost';
|
|
2
|
-
import { directions } from '../../constants';
|
|
3
|
-
export class Inky extends Ghost {
|
|
4
|
-
constructor(scene, gameMap, pacman, blinky, scatterTarget) {
|
|
5
|
-
const x = 12.75 * 32;
|
|
6
|
-
const y = 13.5 * 32;
|
|
7
|
-
super(scene, gameMap, x, y, scatterTarget, pacman, 'inky', [
|
|
8
|
-
directions.RIGHT,
|
|
9
|
-
directions.DOWN,
|
|
10
|
-
directions.LEFT,
|
|
11
|
-
directions.UP,
|
|
12
|
-
]);
|
|
13
|
-
this.pelletCountToLeaveHouse = 30;
|
|
14
|
-
this.timerToLeaveHouse = 5000; // milliseconds
|
|
15
|
-
this.blinky = blinky;
|
|
16
|
-
this.setFrame('inky-right');
|
|
17
|
-
this.setStartTimer();
|
|
18
|
-
}
|
|
19
|
-
// Inky tries to position itself based on both Blinky's and Pac-Man's positions
|
|
20
|
-
// First, it picks a tile two spaces in front of Pac-Man
|
|
21
|
-
// Then, it draws a vector from Blinky to that tile and doubles it
|
|
22
|
-
// Inky then targets the end of that new vector
|
|
23
|
-
onCenter() {
|
|
24
|
-
this.target = this.pacman.gridPosition;
|
|
25
|
-
switch (this.pacman.direction) {
|
|
26
|
-
case directions.LEFT:
|
|
27
|
-
this.target.x -= 2;
|
|
28
|
-
break;
|
|
29
|
-
case directions.UP:
|
|
30
|
-
// The original Pac-Man had a bug
|
|
31
|
-
// where if Pac-Man was facing up,
|
|
32
|
-
// then Inky actually targeted 2 tiles up and 2 tiles left
|
|
33
|
-
this.target.x -= 2;
|
|
34
|
-
this.target.y -= 2;
|
|
35
|
-
break;
|
|
36
|
-
case directions.RIGHT:
|
|
37
|
-
this.target.x += 2;
|
|
38
|
-
break;
|
|
39
|
-
case directions.DOWN:
|
|
40
|
-
this.target.y += 2;
|
|
41
|
-
break;
|
|
42
|
-
}
|
|
43
|
-
const vectorX = (this.target.x - this.blinky.gridPosition.x) * 2;
|
|
44
|
-
const vectorY = (this.target.y - this.blinky.gridPosition.y) * 2;
|
|
45
|
-
this.target.x += vectorX;
|
|
46
|
-
this.target.y += vectorY;
|
|
47
|
-
super.onCenter();
|
|
48
|
-
}
|
|
49
|
-
}
|
|
50
|
-
//# sourceMappingURL=inky.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"inky.js","sourceRoot":"","sources":["../../../../src/game/sprites/ghosts/inky.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAE/B,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAA;AAE5C,MAAM,OAAO,IAAK,SAAQ,KAAK;IAI7B,YACE,KAAmB,EACnB,OAAkB,EAClB,MAAiB,EACjB,MAAiB,EACjB,aAA4C;QAE5C,MAAM,CAAC,GAAG,KAAK,GAAG,EAAE,CAAA;QACpB,MAAM,CAAC,GAAG,IAAI,GAAG,EAAE,CAAA;QACnB,KAAK,CAAC,KAAK,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE;YACzD,UAAU,CAAC,KAAK;YAChB,UAAU,CAAC,IAAI;YACf,UAAU,CAAC,IAAI;YACf,UAAU,CAAC,EAAE;SACd,CAAC,CAAA;QAjBe,4BAAuB,GAAG,EAAE,CAAA;QAC5B,sBAAiB,GAAG,IAAI,CAAA,CAAC,eAAe;QAiBzD,IAAI,CAAC,MAAM,GAAG,MAAM,CAAA;QACpB,IAAI,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAA;QAC3B,IAAI,CAAC,aAAa,EAAE,CAAA;IACtB,CAAC;IAED,+EAA+E;IAC/E,wDAAwD;IACxD,kEAAkE;IAClE,+CAA+C;IAC/C,QAAQ;QACN,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAA;QACtC,QAAQ,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;YAC9B,KAAK,UAAU,CAAC,IAAI;gBAClB,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAA;gBAClB,MAAK;YACP,KAAK,UAAU,CAAC,EAAE;gBAChB,iCAAiC;gBACjC,kCAAkC;gBAClC,0DAA0D;gBAC1D,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAA;gBAClB,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAA;gBAClB,MAAK;YACP,KAAK,UAAU,CAAC,KAAK;gBACnB,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAA;gBAClB,MAAK;YACP,KAAK,UAAU,CAAC,IAAI;gBAClB,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAA;gBAClB,MAAK;QACT,CAAC;QAED,MAAM,OAAO,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;QAChE,MAAM,OAAO,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;QAEhE,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,OAAO,CAAA;QACxB,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,OAAO,CAAA;QAExB,KAAK,CAAC,QAAQ,EAAE,CAAA;IAClB,CAAC;CACF"}
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@@ -1,10 +0,0 @@
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|
|
1
|
-
import { PacManMap } from 'pac-man-map-generator';
|
|
2
|
-
import { Ghost } from './ghost';
|
|
3
|
-
import { Character } from '../characters/character';
|
|
4
|
-
export declare class Pinky extends Ghost {
|
|
5
|
-
protected readonly pelletCountToLeaveHouse = 0;
|
|
6
|
-
protected readonly timerToLeaveHouse = 0;
|
|
7
|
-
constructor(scene: Phaser.Scene, gameMap: PacManMap, pacman: Character, scatterTarget: Phaser.Types.Math.Vector2Like);
|
|
8
|
-
onCenter(): void;
|
|
9
|
-
}
|
|
10
|
-
//# sourceMappingURL=pinky.d.ts.map
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@@ -1 +0,0 @@
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|
1
|
-
{"version":3,"file":"pinky.d.ts","sourceRoot":"","sources":["../../../../src/game/sprites/ghosts/pinky.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAA;AACjD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/B,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAA;AAGnD,qBAAa,KAAM,SAAQ,KAAK;IAC9B,SAAS,CAAC,QAAQ,CAAC,uBAAuB,KAAI;IAC9C,SAAS,CAAC,QAAQ,CAAC,iBAAiB,KAAI;gBAEtC,KAAK,EAAE,MAAM,CAAC,KAAK,EACnB,OAAO,EAAE,SAAS,EAClB,MAAM,EAAE,SAAS,EACjB,aAAa,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW;IAgB9C,QAAQ;CAwBT"}
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@@ -1,42 +0,0 @@
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1
|
-
import { Ghost } from './ghost';
|
|
2
|
-
import { directions } from '../../constants';
|
|
3
|
-
export class Pinky extends Ghost {
|
|
4
|
-
constructor(scene, gameMap, pacman, scatterTarget) {
|
|
5
|
-
const x = 14 * 32;
|
|
6
|
-
const y = 13.5 * 32;
|
|
7
|
-
super(scene, gameMap, x, y, scatterTarget, pacman, 'pinky', [
|
|
8
|
-
directions.UP,
|
|
9
|
-
directions.LEFT,
|
|
10
|
-
directions.DOWN,
|
|
11
|
-
directions.RIGHT,
|
|
12
|
-
]);
|
|
13
|
-
this.pelletCountToLeaveHouse = 0;
|
|
14
|
-
this.timerToLeaveHouse = 0; // milliseconds
|
|
15
|
-
this.setFrame('pinky-up');
|
|
16
|
-
this.setStartTimer();
|
|
17
|
-
}
|
|
18
|
-
// Pinky tries to position itself 4 tiles ahead of Pac-Man
|
|
19
|
-
onCenter() {
|
|
20
|
-
this.target = this.pacman.gridPosition;
|
|
21
|
-
switch (this.pacman.direction) {
|
|
22
|
-
case directions.LEFT:
|
|
23
|
-
this.target.x -= 4;
|
|
24
|
-
break;
|
|
25
|
-
case directions.UP:
|
|
26
|
-
// The original Pac-Man had a bug
|
|
27
|
-
// where if Pac-Man was facing up,
|
|
28
|
-
// then Pinky actually targeted 4 tiles up and 4 tiles left
|
|
29
|
-
this.target.y -= 4;
|
|
30
|
-
this.target.x -= 4;
|
|
31
|
-
break;
|
|
32
|
-
case directions.RIGHT:
|
|
33
|
-
this.target.x += 4;
|
|
34
|
-
break;
|
|
35
|
-
case directions.DOWN:
|
|
36
|
-
this.target.y += 4;
|
|
37
|
-
break;
|
|
38
|
-
}
|
|
39
|
-
super.onCenter();
|
|
40
|
-
}
|
|
41
|
-
}
|
|
42
|
-
//# sourceMappingURL=pinky.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"pinky.js","sourceRoot":"","sources":["../../../../src/game/sprites/ghosts/pinky.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAE/B,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAA;AAE5C,MAAM,OAAO,KAAM,SAAQ,KAAK;IAG9B,YACE,KAAmB,EACnB,OAAkB,EAClB,MAAiB,EACjB,aAA4C;QAE5C,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,CAAA;QACjB,MAAM,CAAC,GAAG,IAAI,GAAG,EAAE,CAAA;QACnB,KAAK,CAAC,KAAK,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,aAAa,EAAE,MAAM,EAAE,OAAO,EAAE;YAC1D,UAAU,CAAC,EAAE;YACb,UAAU,CAAC,IAAI;YACf,UAAU,CAAC,IAAI;YACf,UAAU,CAAC,KAAK;SACjB,CAAC,CAAA;QAfe,4BAAuB,GAAG,CAAC,CAAA;QAC3B,sBAAiB,GAAG,CAAC,CAAA,CAAC,eAAe;QAgBtD,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAA;QACzB,IAAI,CAAC,aAAa,EAAE,CAAA;IACtB,CAAC;IAED,0DAA0D;IAC1D,QAAQ;QACN,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAA;QAEtC,QAAQ,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;YAC9B,KAAK,UAAU,CAAC,IAAI;gBAClB,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAA;gBAClB,MAAK;YACP,KAAK,UAAU,CAAC,EAAE;gBAChB,iCAAiC;gBACjC,kCAAkC;gBAClC,2DAA2D;gBAC3D,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAA;gBAClB,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAA;gBAClB,MAAK;YACP,KAAK,UAAU,CAAC,KAAK;gBACnB,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAA;gBAClB,MAAK;YACP,KAAK,UAAU,CAAC,IAAI;gBAClB,IAAI,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,CAAA;gBAClB,MAAK;QACT,CAAC;QAED,KAAK,CAAC,QAAQ,EAAE,CAAA;IAClB,CAAC;CACF"}
|
|
@@ -1,17 +0,0 @@
|
|
|
1
|
-
import { PacManMap } from 'pac-man-map-generator/dist/types';
|
|
2
|
-
import { Character } from './characters/character';
|
|
3
|
-
export declare class Pacman extends Character {
|
|
4
|
-
private nextDir;
|
|
5
|
-
private eatCoords;
|
|
6
|
-
protected speed: number;
|
|
7
|
-
private hasMoved;
|
|
8
|
-
constructor(scene: Phaser.Scene, gameMap: PacManMap);
|
|
9
|
-
handleDeath(): void;
|
|
10
|
-
update(): void;
|
|
11
|
-
eatPellet(x: number, y: number): void;
|
|
12
|
-
protected onCenter(cell: Phaser.Types.Math.Vector2Like): void;
|
|
13
|
-
private setEventListeners;
|
|
14
|
-
static loadTextures(textures: Phaser.Textures.TextureManager): void;
|
|
15
|
-
static loadAnimations(anims: Phaser.Animations.AnimationManager): void;
|
|
16
|
-
}
|
|
17
|
-
//# sourceMappingURL=pac-man.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"pac-man.d.ts","sourceRoot":"","sources":["../../../src/game/sprites/pac-man.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,kCAAkC,CAAA;AAO5D,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAA;AAElD,qBAAa,MAAO,SAAQ,SAAS;IACnC,OAAO,CAAC,OAAO,CAAa;IAC5B,OAAO,CAAC,SAAS,CAAsB;IACvC,SAAS,CAAC,KAAK,SAAgB;IAC/B,OAAO,CAAC,QAAQ,CAAiB;gBAErB,KAAK,EAAE,MAAM,CAAC,KAAK,EAAE,OAAO,EAAE,SAAS;IAkBnD,WAAW;IAWX,MAAM;IAWN,SAAS,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM;IAI9B,SAAS,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW;IA4BtD,OAAO,CAAC,iBAAiB;IA2BzB,MAAM,CAAC,YAAY,CAAC,QAAQ,EAAE,MAAM,CAAC,QAAQ,CAAC,cAAc;IA+G5D,MAAM,CAAC,cAAc,CAAC,KAAK,EAAE,MAAM,CAAC,UAAU,CAAC,gBAAgB;CAoEhE"}
|