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Ghost.js
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Ghost.js
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//////////////////////////////////////////////////////
// Group members: Zi Wang (ziw), Bingying Xia(bxia) //
//////////////////////////////////////////////////////
function Ghost(xCord, yCord, gColor, direction){
this.x = xCord;
this.y = yCord;
this.color = gColor;
this.dir = direction;
this.isWeak = false;
this.radius = GHOST_RADIUS;
this.isMoving = false;
this.isBlinking = false;
this.isDead = false;
this.speed = speed;
this.stepCounter = 0;
}
//send this ghost back to ghost house.
//location in ghost house is determined by its color
Ghost.prototype.toGhostHouse = function() {
var initX, initY;
switch(this.color){
case ORANGE:
initX = ghostHouse[0][1]*GRID_WIDTH + GRID_WIDTH/2;
initY = ghostHouse[0][0]*GRID_WIDTH + GRID_WIDTH/2;
break;
case CYAN:
initX = ghostHouse[1][1]*GRID_WIDTH + GRID_WIDTH/2;
initY = ghostHouse[1][0]*GRID_WIDTH + GRID_WIDTH/2;
break;
case PINK:
initX = ghostHouse[2][1]*GRID_WIDTH + GRID_WIDTH/2;
initY = ghostHouse[2][0]*GRID_WIDTH + GRID_WIDTH/2;
break;
case RED:
initX = ghostHouse[3][1]*GRID_WIDTH + GRID_WIDTH/2;
initY = ghostHouse[3][0]*GRID_WIDTH + GRID_WIDTH/2;
break;
}
this.x = initX;
this.y = initY;
this.dir = DOWN;
this.stepCounter = 0;
};
Ghost.prototype.draw = function() {
if(!this.isDead){
// body color
if(this.isWeak){
if(this.isBlinking){
ctx.fillStyle = BLINKING_COLOR;
}
else{
ctx.fillStyle = WEAK_COLOR;
}
}
else{
ctx.fillStyle = this.color;
}
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, Math.PI, 0, false);
ctx.moveTo(this.x-this.radius, this.y);
// LEGS
if (!this.isMoving){
ctx.lineTo(this.x-this.radius, this.y+this.radius);
ctx.lineTo(this.x-this.radius+this.radius/3, this.y+this.radius-this.radius/4);
ctx.lineTo(this.x-this.radius+this.radius/3*2, this.y+this.radius);
ctx.lineTo(this.x, this.y+this.radius-this.radius/4);
ctx.lineTo(this.x+this.radius/3, this.y+this.radius);
ctx.lineTo(this.x+this.radius/3*2, this.y+this.radius-this.radius/4);
ctx.lineTo(this.x+this.radius, this.y+this.radius);
ctx.lineTo(this.x+this.radius, this.y);
}
else {
ctx.lineTo(this.x-this.radius, this.y+this.radius-this.radius/4);
ctx.lineTo(this.x-this.radius+this.radius/3, this.y+this.radius);
ctx.lineTo(this.x-this.radius+this.radius/3*2, this.y+this.radius-this.radius/4);
ctx.lineTo(this.x, this.y+this.radius);
ctx.lineTo(this.x+this.radius/3, this.y+this.radius-this.radius/4);
ctx.lineTo(this.x+this.radius/3*2, this.y+this.radius);
ctx.lineTo(this.x+this.radius, this.y+this.radius-this.radius/4);
ctx.lineTo(this.x+this.radius, this.y);
}
ctx.fill();
}
if(this.isWeak){
if(this.isBlinking){
ctx.fillStyle = "#f00";
ctx.strokeStyle = "f00";
}
else{
ctx.fillStyle = "white";
ctx.strokeStyle = "white";
}
//eyes
ctx.beginPath();//left eye
ctx.arc(this.x-this.radius/2.5, this.y-this.radius/5, this.radius/5, 0, Math.PI*2, true); // white
ctx.fill();
ctx.beginPath(); // right eye
ctx.arc(this.x+this.radius/2.5, this.y-this.radius/5, this.radius/5, 0, Math.PI*2, true); // white
ctx.fill();
//mouth
ctx.beginPath();
ctx.lineWidth=1;
ctx.moveTo(this.x-this.radius+this.radius/5, this.y+this.radius/2);
ctx.lineTo(this.x-this.radius+this.radius/3, this.y+this.radius/4);
ctx.lineTo(this.x-this.radius+this.radius/3*2, this.y+this.radius/2);
ctx.lineTo(this.x, this.y+this.radius/4);
ctx.lineTo(this.x+this.radius/3, this.y+this.radius/2);
ctx.lineTo(this.x+this.radius/3*2, this.y+this.radius/4);
ctx.lineTo(this.x+this.radius-this.radius/5, this.y+this.radius/2);
ctx.stroke();
}
else{
// EYES
ctx.fillStyle = "white"; //left eye
ctx.beginPath();
ctx.arc(this.x-this.radius/2.5, this.y-this.radius/5, this.radius/3, 0, Math.PI*2, true); // white
ctx.fill();
ctx.fillStyle = "white"; //right eye
ctx.beginPath();
ctx.arc(this.x+this.radius/2.5, this.y-this.radius/5, this.radius/3, 0, Math.PI*2, true); // white
ctx.fill();
switch(this.dir){
case UP:
ctx.fillStyle="black"; //left eyeball
ctx.beginPath();
ctx.arc(this.x-this.radius/3, this.y-this.radius/5-this.radius/6, this.radius/6, 0, Math.PI*2, true); //black
ctx.fill();
ctx.fillStyle="black"; //right eyeball
ctx.beginPath();
ctx.arc(this.x+this.radius/3, this.y-this.radius/5-this.radius/6, this.radius/6, 0, Math.PI*2, true); //black
ctx.fill();
break;
case DOWN:
ctx.fillStyle="black"; //left eyeball
ctx.beginPath();
ctx.arc(this.x-this.radius/3, this.y-this.radius/5+this.radius/6, this.radius/6, 0, Math.PI*2, true); //black
ctx.fill();
ctx.fillStyle="black"; //right eyeball
ctx.beginPath();
ctx.arc(this.x+this.radius/3, this.y-this.radius/5+this.radius/6, this.radius/6, 0, Math.PI*2, true); //black
ctx.fill();
break;
case LEFT:
ctx.fillStyle="black"; //left eyeball
ctx.beginPath();
ctx.arc(this.x-this.radius/3-this.radius/5, this.y-this.radius/5, this.radius/6, 0, Math.PI*2, true); //black
ctx.fill();
ctx.fillStyle="black"; //right eyeball
ctx.beginPath();
ctx.arc(this.x+this.radius/3-this.radius/15, this.y-this.radius/5, this.radius/6, 0, Math.PI*2, true); //black
ctx.fill();
break;
case RIGHT:
ctx.fillStyle="black"; //left eyeball
ctx.beginPath();
ctx.arc(this.x-this.radius/3+this.radius/15, this.y-this.radius/5, this.radius/6, 0, Math.PI*2, true); //black
ctx.fill();
ctx.fillStyle="black"; //right eyeball
ctx.beginPath();
ctx.arc(this.x+this.radius/3+this.radius/5, this.y-this.radius/5, this.radius/6, 0, Math.PI*2, true); //black
ctx.fill();
break;
}
}
};
Ghost.prototype.getRow = function() {
return getRowIndex(this.y);
};
Ghost.prototype.getCol = function() {
return getColIndex(this.x);
};
//move one step in the current direction if allowed
Ghost.prototype.moveOneStep = function() {
// body...
var newX =0;
var newY =0;
if(!canMove(this.x, this.y, this.dir)){
return;
}
switch(this.dir){
case UP:
newY = this.y - this.speed;
if(newY - this.radius - WALL_WIDTH > 0){
this.y = newY;
}
break;
case DOWN:
newY = this.y + this.speed;
if(newY + this.radius + WALL_WIDTH < CANVAS_HEIGHT) {
this.y = newY;
}
break;
case LEFT:
newX = this.x - this.speed;
if(newX - this.radius - WALL_WIDTH > 0 ){
this.x = newX;
}
break;
case RIGHT:
newX = this.x + this.speed;
if(newX + this.radius + WALL_WIDTH < CANVAS_WIDTH){
this.x = newX;
}
break;
default:
break;
}
};
//make an 180-degree turn
Ghost.prototype.turnBack = function() {
this.dir = oppositeDir(this.dir);
};
//try to turn(if necessary) and move the ghost
Ghost.prototype.move = function() {
this.isMoving = !this.isMoving;//so the ghost looks like it's moving
if(this.isWeak){
//if weak, reduce speed and make an immediate turn.
//Ghost starts making random moves until turning back to normal
this.speed = speed/2;
if(weakCounter === WEAK_DURATION){
this.dir = oppositeDir(this.dir);
}
if(onGridCenter(this.x, this.y) === false){
this.moveOneStep();
}
else{
var currGrid = maze[getRowIndex(this.y)][getColIndex(this.x)];
if(currGrid.gridType === LEFT_TOP_RIGHT){
this.dir = DOWN;
this.moveOneStep();
}
else if(currGrid.gridType === TOP_RIGHT_BOTTOM){
this.dir = LEFT;
this.moveOneStep();
}
else if(currGrid.gridType === RIGHT_BOTTOM_LEFT){
this.dir = UP;
this.moveOneStep();
}
else if(currGrid.gridType === BOTTOM_LEFT_TOP){
this.dir = RIGHT;
this.moveOneStep();
}
else{
this.randomMove();
}
}
this.stepCounter++;
}
else{
//normal ghost
if(this.stepCounter != 0 && this.stepCounter % 2 !=0){
this.speed = speed/2;
this.stepCounter = 0;
}
else{
this.speed = speed;
}
if(onGridCenter(this.x, this.y) === false){
this.moveOneStep();
}
else{
// on grid center
//first check if dead end
var currGrid = maze[getRowIndex(this.y)][getColIndex(this.x)];
if(currGrid.gridType === LEFT_TOP_RIGHT){
this.dir = DOWN;
this.moveOneStep();
}
else if(currGrid.gridType === TOP_RIGHT_BOTTOM){
this.dir = LEFT;
this.moveOneStep();
}
else if(currGrid.gridType === RIGHT_BOTTOM_LEFT){
this.dir = UP;
this.moveOneStep();
}
else if(currGrid.gridType === BOTTOM_LEFT_TOP){
this.dir = RIGHT;
this.moveOneStep();
}
else{
switch(this.color){
case RED:
//blinky
this.blinkyMove();
break;
case CYAN:
case ORANGE:
//inky
this.inkyMove();
break;
case PINK:
//pinky
this.pinkyMove();
break;
}
}
}
}
};
//blinky always chooses the tile that will make it closest to pacman
Ghost.prototype.blinkyMove = function() {
this.moveToPacman(true);
};
//pinky chooses the tile that is 4 steps ahead of pacman
Ghost.prototype.pinkyMove = function() {
this.moveToPacman(false);
};
//inky is unpredictable, makes random move
Ghost.prototype.inkyMove = function() {
this.randomMove();
};
Ghost.prototype.moveToPacman = function(targetPacman) {
var veryLargeDistance = CANVAS_WIDTH*CANVAS_HEIGHT;
var leftDist, rightDist, upDist, downDist;
var currDir = this.dir;
var minDist = veryLargeDistance;
//get distance if moved to left
if(currDir === RIGHT || !canMove(this.x, this.y, LEFT)){
leftDist = veryLargeDistance;
}
else{
leftDist = this.getTestDistance(LEFT,targetPacman);
}
//get distance to right
if(currDir === LEFT || !canMove(this.x, this.y, RIGHT)){
rightDist = veryLargeDistance;
}
else{
rightDist = this.getTestDistance(RIGHT,targetPacman);
}
//get distance - up
if(currDir === DOWN || !canMove(this.x, this.y, UP)){
upDist = veryLargeDistance;
}
else{
upDist = this.getTestDistance(UP,targetPacman);
}
//get distance - down
if(currDir === UP || !canMove(this.x, this.y, DOWN)){
downDist = veryLargeDistance;
}
else{
downDist = this.getTestDistance(DOWN, targetPacman);
}
this.dir = currDir;
minDist = Math.min(Math.min(leftDist, rightDist), Math.min(upDist, downDist));
switch(minDist){
case leftDist:
this.dir = LEFT;
break;
case rightDist:
this.dir = RIGHT;
break;
case upDist:
this.dir = UP;
break;
case downDist:
this.dir = DOWN;
break;
}
this.moveOneStep();
};
//get the distance from this ghost to pacman as if it moved one step in the given direction
Ghost.prototype.getTestDistance = function(dir, targetPacman) {
var toReturn = 0;
this.dir = dir;
this.moveOneStep();
if(targetPacman){
toReturn = Math.sqrt(Math.pow( (this.x - mrPacman.x) ,2)+Math.pow( this.y -mrPacman.y,2));
}
else{
switch(mrPacman.dir){
case LEFT:
toReturn = Math.sqrt(Math.pow( (this.x - (mrPacman.x - 4*GRID_WIDTH)) ,2)+Math.pow( this.y -mrPacman.y,2));
break;
case RIGHT:
toReturn = Math.sqrt(Math.pow( (this.x - (mrPacman.x + 4*GRID_WIDTH)) ,2)+Math.pow( this.y -mrPacman.y,2));
break;
case UP:
toReturn = Math.sqrt(Math.pow( (this.x - mrPacman.x) ,2)+Math.pow( this.y - (mrPacman.y - 4*GRID_HEIGHT),2));
break;
case DOWN:
toReturn = Math.sqrt(Math.pow( (this.x - mrPacman.x) ,2)+Math.pow( this.y - (mrPacman.y + 4*GRID_HEIGHT),2));
break;
default:
toReturn = Math.sqrt(Math.pow( (this.x - mrPacman.x) ,2)+Math.pow( this.y -mrPacman.y,2));
break;
}
}
this.turnBack();
this.moveOneStep();
return toReturn;
};
//make random move at intersection
Ghost.prototype.randomMove = function() {
var nextDir = parseInt(Math.random()*4)+1;
while(true){
if( nextDir != oppositeDir(this.dir)
&& canMove(this.x, this.y, nextDir)){
break;
}
nextDir = parseInt(Math.random()*4)+1;
}
this.dir = nextDir;
this.moveOneStep();
};