Files
gq-pacman/js/pacman-core.js
2013-03-14 13:13:10 +01:00

1010 lines
32 KiB
JavaScript

/*
Copyright (c) 2013 Fabrice ECAILLE aka Febbweiss
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
var Game = {
id : null,
type : "offline",
player : 1,
PACMAN_START_X : 14 * TILE_SIZE,
PACMAN_START_Y : 24 * TILE_SIZE,
GHOST_STATE_CHASE : 1,
GHOST_STATE_SCATTER : 2,
GHOST_STATE_FRIGHTENED : 3,
GHOST_STATE_IN_JAIL : 4,
GHOST_STATE_EATEN : 5,
GHOST_STATE_FRIGHTENED_BLINK : 6,
GHOST_EVENT_CHASE : "ghost_event_chase",
GHOST_EVENT_SCATTER : "ghost_event_scatter",
GHOST_EVENT_DOT_EATEN : "ghost_event_dot_eaten",
DOT_POINTS : 10,
BIG_DOT_POINTS : 50,
totalDots : 0,
dots : {},
timer : null,
frightTimer : null,
bonusTimer : null,
level : -1,
levelData : null,
step : 0,
score : 0,
eatenDots : 0,
lives : 3,
running : false,
mode : 2, // Game.GHOST_STATE_SCATTER
frightMode : false,
eaten: 0,
pacman : null,
miss : null,
hero : null,
blinky : null,
pinky : null,
inky : null,
clyde : null,
ghosts : new Array(),
actors : {},
heroes : new Array(),
maze : MAZE,
init : function() {
GUI.updateMessage("READY");
$(".dot.hiddenDot").each( function(incr, elt) {
Game.dots[elt.id] = "dot";
});
$(".dot.hiddenDot").removeClass("hiddenDot");
$(".bigDot.hiddenDot").each( function(incr, elt) {
Game.dots[elt.id] = "bigDot";
});
$(".bigDot.hiddenDot").removeClass("hiddenDot")
Game.totalDots = $(".dot").length + $(".bigDot").length;
SCOREBOARD.init();
SCOREBOARD.set_score( Game.score );
Game.level++;
Game.step = 0;
Game.eatenDots = 0;
GUI.updateLevelNumber( Game.level + 1 );
Game.build(LEVELS[Math.min(Game.level, LEVELS.length)]);
},
build : function(data) {
Game.levelData = data;
Game.addPacman();
Game.addGhosts();
Sound.play("opening");
setTimeout("Game.start();", 4500);
},
start : function() {
//if( $.browser.webkit )
$(document).keydown( function( event ) {
if( event.which > 36 && event.which < 41 )
return false;
} );
// $(document).keypress(scrollPreventFct );
GUI.updateMessage("");
Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
Game.running = true;
},
levelComplete : function() {
Game.running = false;
Game.timer.stop();
Game.timer = null;
setTimeout("Game.init();", 3000);
},
eat : function(type) {
Game.eatenDots++;
if( type === "bigDot" ) {
Game.score += Game.BIG_DOT_POINTS;
// console.log( "Eating big dot " + Game.score );
SCOREBOARD.add( Game.BIG_DOT_POINTS );
} else {
Game.score += Game.DOT_POINTS;
// console.log( "Eating dot " + Game.score );
SCOREBOARD.add( Game.DOT_POINTS );
}
if( Game.eatenDots == 70 || Game.eatenDots == 170 ) {
Game.bonusTimer = setTimeout("Game.hideBonus();", ( 9 + Math.random() ) * 1000 );
$("#" + Game.maze.bonus_target).addClass( Game.levelData.bonus.type);
}
if( Game.eatenDots === Game.totalDots )
Game.levelComplete();
},
eatGhost : function(ghost) {
Sound.play("ghost");
Game.eaten++;
var points = Game.eaten * 200;
Game.score += points;
// console.log(new Date() + " Eating " + ghost.id + " " + (Game.eaten * 200) + " "+ Game.score );
SCOREBOARD.add( points );
},
hideBonus : function() {
$("#" + Game.maze.bonus_target).removeClass( Game.levelData.bonus.type);
Game.bonusTimer = null;
},
die : function() {
Game.running = false;
$.each( Game.actors, function(index, actor) {
actor.speed = 0;
})
Game.pacman.die();
Game.timer.stop();
Game.step = 0;
Game.timer = null;
$("#life" + Game.lives).effect( "pulsate", {times:3, mode:"hide"}, 500 );
Game.lives--;
if( Game.lives > 0 )
setTimeout( "Game.startAfterDie();", 3000);
else {
GUI.drawText( $("#message"), "GAME OVER", true );
Game.show_game_over();
}
},
show_game_over: function() {
},
startAfterDie : function() {
var dotsCounters = new Array();
$.each(Game.ghosts, function(index, ghost ) {
dotsCounters[index] = ghost.dotsCounter;
});
Game.addGhosts();
Game.addPacman();
//Game.addMissPacman();
$.each(Game.ghosts, function(index, ghost ) {
ghost.dotsCounter = dotsCounters[index];
if( ghost.dotsCounter >= ghost.dotsLimits[Math.min(Game.level, ghost.dotsLimits.length - 1)] ) {
ghost.speed = ghost.initialSpeed;
ghost.state_to(Game.GHOST_STATE_SCATTER);
}
});
Game.running = true;
Game.step = 0;
Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
},
timerManager : function() {
Game.step++;
if( Game.step % 2 == 1 ) {
$(".actor").trigger(Game.GHOST_EVENT_CHASE);
Game.mode = Game.GHOST_STATE_CHASE;
} else {
$(".actor").trigger(Game.GHOST_EVENT_SCATTER);
Game.mode = Game.GHOST_STATE_SCATTER;
}
if( Game.step < Game.levelData.mode.length - 1 && Game.levelData.mode[Game.step] != INFINITY )
Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
},
addPacman : function() {
if( $("#pacman").length == 0) {
Game.pacman = new Pacman();
$("#actors").addSprite("pacman", {animation: Game.pacman.animations["right"], posx:Game.pacman.x, posy: Game.pacman.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.pacman.node = $("#pacman");
Game.pacman.node.addClass( "actor" );
Game.actors[ "pacman" ] = Game.pacman;
Game.heroes[ "pacman" ] = Game.pacman;
Game.hero = Game.pacman;
}
Game.pacman.init();
Game.pacman.speed = Game.levelData.pacman.speed;
Game.pacman.left();
},
addMissPacman : function() {
if( $("#miss_pacman").length == 0) {
Game.miss = new Pacman();
Game.miss.animations["right"] = new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsety: 272, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL });
Game.miss.animations["up"] = new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsetx: 96, offsety: 272, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL });
$("#actors").addSprite("miss_pacman", {animation: Game.miss.animations["right"], posx:Game.miss.x, posy: Game.miss.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.miss.node = $("#miss_pacman");
Game.miss.node.addClass( "actor" );
Game.actors[ "miss_pacman" ] = Game.miss;
Game.heroes[ "miss_pacman" ] = Game.miss;
}
Game.miss.init();
Game.miss.x = Game.MISS_PACMAN_START_X;
Game.miss.y = Game.MISS_PACMAN_START_Y;
Game.miss.speed = Game.levelData.pacman.speed;
Game.miss.right(true);
Game.miss.left(true);
Game.miss.node.x(Game.miss.x);
Game.miss.node.y(Game.miss.y);
Game.miss.right();
},
addGhosts : function() {
Game.addBlinky();
Game.addPinky();
Game.addInky();
Game.addClyde();
},
addBlinky : function() {
if( $("#blinky").length == 0 ) {
Game.blinky = new Ghost("blinky", 0, {x: 14 * TILE_SIZE, y: 14 * TILE_SIZE}, {x: 25, y: 0 }, function() {
var prey = Game.actors[ "blinky" ].prey;
return {x: prey.getTileX(), y: prey.getTileY()};
}, [0,0,0], Game.GHOST_STATE_SCATTER);
Game.blinky.center();
$("#actors").addSprite("blinky", {animation: Game.blinky.animations["right"], posx:Game.blinky.x, posy: Game.blinky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.blinky.node = $("#blinky");
Game.blinky.node.addClass( "actor" );
Game.actors[ "blinky" ] = Game.blinky;
Game.blinky.loadBindings();
Game.blinky.originalTarget = Game.blinky.target;
Game.blinky.target = function() {
var remainingDots = Game.totalDots - Game.eatenDots;
var elroySpecs = Game.levelData.ghost;
if( ( Game.blinky.state == Game.GHOST_STATE_SCATTER || Game.blinky.state == Game.GHOST_STATE_CHASE ) && remainingDots <= elroySpecs.elroy1Dots ) {
if( remainingDots <= elroySpecs.elroy2Dots ) {
Game.blinky.speed = elroySpecs.elroy2Speed;
}
else {
Game.blinky.speed = elroySpecs.elroy1Speed;
}
return Game.blinky.personnalTarget();
}
return Game.blinky.originalTarget();
};
Game.ghosts.push( Game.blinky );
} else {
Game.blinky.init();
}
Game.blinky.state = Game.GHOST_STATE_SCATTER;
Game.blinky.left();
Game.blinky.initialSpeed = Game.levelData.ghost.speed;
Game.blinky.speed = Game.blinky.initialSpeed;
},
addPinky : function() {
if( $("#pinky").length == 0 ) {
Game.pinky = new Ghost("pinky", 1, {x: 14 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 2, y: 0 }, function() {
var prey = Game.actors[ "pinky" ].prey;
var direction = this.prey.direction;
if( direction % 2 == 0 )
return {x: prey.getTileX() + (direction == LEFT ? -4 : 4), y: prey.getTileY()};
else
return {x: prey.getTileX(), y: prey.getTileY() + (direction == UP ? -4 : 4) };
}, [0,0,0], Game.GHOST_STATE_IN_JAIL);
Game.pinky.center();
$("#actors").addSprite("pinky", {animation: Game.pinky.animations["right"], posx: Game.pinky.x, posy: Game.pinky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.pinky.node = $("#pinky");
Game.pinky.node.addClass( "actor" );
Game.actors[ "pinky" ] = Game.pinky;
Game.pinky.loadBindings();
Game.ghosts.push( Game.pinky );
} else {
Game.pinky.init();
}
Game.pinky.initialSpeed = Game.levelData.ghost.speed;
Game.pinky.left();
},
addInky : function() {
if( $("#inky").length == 0 ) {
Game.inky = new Ghost("inky", 2, {x: 12 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 27, y: 34 }, function() {
var prey = Game.actors[ "inky" ].prey;
var direction = prey.direction;
if( direction % 2 == 0 )
direction = {x: prey.getTileX() + (direction == LEFT ? -2 : 2) - Game.blinky.getTileX(), y: prey.getTileY() - Game.blinky.getTileY()};
else
direction = {x: prey.getTileX() - Game.blinky.getTileX(), y: prey.getTileY() + (direction == UP ? -2 : 2) - Game.blinky.getTileY()};
return {x: direction.x * 2, y: direction.y * 2};
}, [30,0,0], Game.GHOST_STATE_IN_JAIL);
Game.inky.center();
$("#actors").addSprite("inky", {animation: Game.inky.animations["right"], posx:Game.inky.x, posy: Game.inky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.inky.node = $("#inky");
Game.inky.node.addClass( "actor" );
Game.actors[ "inky" ] = Game.inky;
Game.inky.loadBindings();
Game.ghosts.push( Game.inky );
} else {
Game.inky.init();
}
Game.inky.initialSpeed = Game.levelData.ghost.speed;
Game.inky.right();
},
addClyde : function() {
if( $("#clyde").length == 0 ) {
Game.clyde = new Ghost("clyde", 3, {x: 16 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 0, y: 34 }, function() {
var prey = Game.actors[ "clyde" ].prey;
return distance( {x: this.getTileX(), y: this.getTileY()} , {x: prey.getTileX(), y: prey.getTileY()}) < 8 ?
this.scatterTarget : {x: prey.getTileX(), y: prey.getTileY()};
}, [60,50,0], Game.GHOST_STATE_IN_JAIL);
Game.clyde.center();
$("#actors").addSprite("clyde", {animation: Game.clyde.animations["right"], posx:Game.clyde.x, posy: Game.clyde.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
Game.clyde.node = $("#clyde");
Game.clyde.node.addClass( "actor" );
Game.actors[ "clyde" ] = Game.clyde;
Game.clyde.loadBindings();
Game.ghosts.push( Game.clyde );
} else {
Game.clyde.init();
}
Game.clyde.initialSpeed = Game.levelData.ghost.speed;
Game.clyde.left();
},
moveGhosts : function() {
$.each(Game.ghosts, function(index, ghost ) {
ghost.move();
});
},
nearEndFright : function() {
$.each(Game.ghosts, function(index, ghost ) {
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
ghost.state_to(Game.GHOST_STATE_FRIGHTENED_BLINK);
});
setTimeout( 'Game.endFright();', 160 * 4 * Game.levelData.frightFlashesCount);
},
endFright : function() {
if( Game.timer )
Game.timer.resume();
Game.frightTimer = null;
Game.eaten = 0;
$('.actor').trigger( Game.mode == Game.GHOST_STATE_CHASE ? Game.GHOST_EVENT_CHASE : Game.GHOST_EVENT_SCATTER );
}
}
function distance(currentTile, target) {
return Math.sqrt( (target.x - currentTile.x) * (target.x - currentTile.x) + (target.y - currentTile.y)*(target.y - currentTile.y));
};
//Game objects:
function Actor(){}
Actor.prototype = {
node : null,
animations : null,
x : null,
y : null,
speed : null,
direction : null, // 1: up, 2: left, 3:down, 4: right
directionX : 0,
directionY : 0,
getX : function() {
return x;
},
getY : function() {
return y;
},
getTileX : function() {
return Math.floor(this.x / TILE_SIZE);
},
getTileY : function() {
return Math.floor(this.y / TILE_SIZE);
},
getTile : function() {
return this.getTileX() + this.getTileY() * WIDTH_TILE_COUNT;
},
getInsideTileX : function() {
return this.x % TILE_SIZE;
},
getInsideTileY : function() {
return this.y % TILE_SIZE;
},
move : function() {
if( !Game.running )
return;
this.x += this.directionX * this.speed * ACTOR_SPEED;
this.y += this.directionY * this.speed * ACTOR_SPEED;
this.node.x(this.x );
this.node.y(this.y );
},
up : function( force ) {
if( force || this.direction != UP ) {
this.directionX = 0;
this.directionY = -1;
this.direction = UP;
this.node.setAnimation(this.animations["up"]);
this.node.flipv(false);
this.node.fliph(false);
this.center();
}
},
down : function( force ) {
if( force || this.direction != DOWN ) {
this.directionX = 0;
this.directionY = 1;
this.direction = DOWN;
if( this.animations["down"] ) {
this.node.setAnimation(this.animations["down"]);
this.node.fliph( false );
} else {
this.node.setAnimation(this.animations["up"]);
this.node.flipv( true );
this.node.fliph( false );
}
this.center();
}
},
left : function( force ) {
if( force || this.direction != LEFT ) {
this.directionX = -1;
this.directionY = 0;
this.direction = LEFT;
this.node.flipv( false );
if( this.animations["left"] ) {
this.node.setAnimation(this.animations["left"]);
} else {
this.node.setAnimation(this.animations["right"]);
this.node.fliph( true );
}
this.center();
}
},
right : function( force ) {
if( force || this.direction != RIGHT ) {
this.directionX = 1;
this.directionY = 0;
this.direction = RIGHT;
this.node.setAnimation(this.animations["right"]);
this.node.fliph( false );
this.node.flipv( false );
this.center();
}
},
canLeft : function() {
return Game.maze.structure[this.getTileX() + this.getTileY() * WIDTH_TILE_COUNT - 1] <= 0;
},
canRight : function() {
return Game.maze.structure[this.getTileX() + this.getTileY() * WIDTH_TILE_COUNT + 1] <= 0;
},
canUp : function() {
return Game.maze.structure[this.getTileX() + (this.getTileY() - 1 ) * WIDTH_TILE_COUNT ] <= 0;
},
canDown : function() {
return Game.maze.structure[this.getTileX() + (this.getTileY() + 1 ) * WIDTH_TILE_COUNT ] <= 0;
},
isNearMiddleTile : function() {
return Math.abs( HALF_TILE_SIZE - this.getInsideTileX() ) < 4 && Math.abs( HALF_TILE_SIZE - this.getInsideTileY() ) < 4;
},
center : function() {
this.x = this.getTileX() * TILE_SIZE + HALF_TILE_SIZE;
this.y = this.getTileY() * TILE_SIZE + HALF_TILE_SIZE;
},
isInTunnel : function() {
var tile = this.getTile();
return $.inArray(tile, Game.maze.tunnel) > -1;
}
};
/*********************************************/
/****************** PACMAN *******************/
/*********************************************/
function Pacman() {
this.animations = {
"right": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsety: 16, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"up": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsetx: 64, offsety: 16, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"die": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 7, offsety: 208, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL | $.gameQuery.ANIMATION_ONCE | $.gameQuery.ANIMATION_CALLBACK }),
"die2": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 4, offsety: 240, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL | $.gameQuery.ANIMATION_ONCE })
}
};
Pacman.prototype = {
x : Game.PACMAN_START_X,
y : Game.PACMAN_START_Y,
speed : null,
directionX : 0,
directionY : 0,
lastEatenGhost : null,
stop : false,
previousTile : null,
init : function() {
this.x = Game.PACMAN_START_X;
this.y = Game.PACMAN_START_Y;
this.speed = Game.levelData.pacman.speed;
this.right(true);
this.left(true);
this.node.x(this.x);
this.node.y(this.y);
},
left : function() {
if( this.direction != LEFT && this.canLeft() ) {
this.stop = false;
this._super("left", arguments);
}
},
right : function() {
if( this.direction != RIGHT && this.canRight() ) {
this.stop = false;
this._super("right", arguments);
}
},
up : function() {
if( this.direction != UP && this.canUp() ) {
this.stop = false;
this._super("up", arguments);
}
},
down : function() {
if( this.direction != DOWN && this.canDown() ) {
this.stop = false;
this._super("down", arguments);
}
},
move : function() {
if( !this.stop ) {
this.previousTile = {x: this.getTileX(), y: this.getTileY()};
this._super("move", arguments);
var currentTile = {x: this.getTileX(), y: this.getTileY()};
if( this.previousTile.x !== currentTile.x || this.previousTile.y !== currentTile.y ) {
var id = this.getTile();
if( Game.dots[ id ] )
this.eatDot( id );
if( id == Game.maze.bonus_target )
this.eatBonus();
this.eatGhosts();
}
var inTunnel = this.isInTunnel();
if( this.x < 0 )
this.x += PLAYGROUND_WIDTH;
if( this.x > PLAYGROUND_WIDTH )
this.x -= PLAYGROUND_WIDTH;
switch( this.direction ) {
case LEFT :
if( !inTunnel && !this.canLeft() )
this.stop = true;
break;
case RIGHT :
if( !inTunnel && !this.canRight() )
this.stop = true;
break;
case UP :
if( !this.canUp() )
this.stop = true;
break;
case DOWN :
if( !this.canDown() )
this.stop = true;
break;
}
}
},
eatDot : function(id) {
Game.eat(Game.dots[id]);
$('.actor').trigger(Game.GHOST_EVENT_DOT_EATEN);
if( Game.dots[id] === "bigDot" ) {
$.each(Game.ghosts, function(index, ghost ) {
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
ghost.state_to(Game.GHOST_STATE_FRIGHTENED)
});
Game.timer.pause();
if( Game.frightTimer )
clearTimeout( Game.frightTimer );
Game.frightTimer = setTimeout( 'Game.nearEndFright();', Game.levelData.frightTime * 1000 - 160 * 4 * Game.levelData.frightFlashesCount);
}
Game.dots[id] = null;
$("#" + id ).addClass("hiddenDot");
},
eatGhosts : function() {
var tile = this.getTile();
$.each(Game.ghosts, function(index, ghost ) {
if( tile == ghost.getTile() ) {
Game.pacman.eatGhost( ghost );
}
});
},
eatGhost : function( ghost ) {
if( ghost.state == Game.GHOST_STATE_EATEN ) {
// console.log( ghost.id + " already eaten" );
return;
}
if( ghost.state != Game.GHOST_STATE_FRIGHTENED && ghost.state != Game.GHOST_STATE_FRIGHTENED_BLINK ) {
Game.die();
} else if( Game.pacman.lastEatenGhost !== ghost.id ){
ghost.state_to(Game.GHOST_STATE_EATEN);
// console.log( "Eating " + ghost.id + " " + ghost.state );
Game.eatGhost(ghost);
}
},
eatBonus : function() {
if( !$("#" + Game.maze.bonus_target).hasClass( Game.levelData.bonus.type) && Game.bonusTimer == null )
return;
Sound.play("fruit");
eatenBonus.push(Game.levelData.bonus.type);
Game.score += Game.levelData.bonus.points;
// console.log( "Eating bonus " + Game.levelData.bonus.points + " " + Game.score );
SCOREBOARD.add( Game.levelData.bonus.points );
Game.hideBonus();
},
die : function() {
Sound.play("dies");
this.node.setAnimation(this.animations["die"], function(node) {
Game.pacman.node.setAnimation(Game.pacman.animations["die2"]);
});
}
};
// Overriding Actor.methods() method
heriter(Pacman.prototype, Actor.prototype);
function Ghost(id, ghostIndex, start, scatterTarget, personnalTarget, dotsLimits, state ) {
this.animations = {
"normal_up": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsety: 48 + ghostIndex * 32, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"normal_right": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsetx: 128, offsety: 48 + ghostIndex * 32, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"normal_down": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsetx: 64, offsety: 48 + ghostIndex * 32, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"frightened": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsetx: 0, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"frightened_blink": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 4, offsetx: 0, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"eaten_up": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 1, offsetx: 128, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"eaten_down": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 1, offsetx: 160, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
"eaten_right": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 1, offsetx: 192, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL })
}
this.animations["up"] = this.animations["normal_up"];
this.animations["down"] = this.animations["normal_down"];
this.animations["right"] = this.animations["normal_right"];
this.id = id;
this.scatterTarget = scatterTarget;
this.personnalTarget = personnalTarget;
this.x = start.x;
this.y = start.y;
this.startingTileX = start.x;
this.startingTileY = start.y;
this.state = state;
this.dotsLimits = dotsLimits;
this.prey = Game.pacman;
};
Ghost.prototype = {
id : null,
startingTileX : 0,
startingTileY : 0,
initialSpeed : 0,
speed : 0,
directionX : 0,
directionY : 0,
state: null,
scatterTarget : null,
lastDirectionTile : null,
prey : null,
dotsCounter : 0,
dotsLimits : [],
init : function() {
this.dotsCounter = 0;
this.speed = 0;
this.x = this.startingTileX;
this.y = this.startingTileY;
this.right(true);
this.left(true);
this.state = Game.GHOST_STATE_IN_JAIL;
this.node.x(this.x);
this.node.y(this.y);
},
target : function() {
switch( this.state ) {
case Game.GHOST_STATE_CHASE :
return this.personnalTarget();
case Game.GHOST_STATE_SCATTER :
return this.scatterTarget;
case Game.GHOST_STATE_FRIGHTENED :
var currentTile = {x: this.getTileX(), y: this.getTileY()};
var targets = new Array();
if( this.canUp() && this.direction != DOWN )
targets.push( {x:currentTile.x, y:currentTile.y - 1} );
if( this.canDown() && this.direction != UP )
targets.push( {x:currentTile.x, y:currentTile.y + 1} );
if( this.canLeft() && this.direction != RIGHT )
targets.push( {x:currentTile.x - 1, y:currentTile.y} );
if( this.canRight() && this.direction != LEFT )
targets.push( {x:currentTile.x + 1, y:currentTile.y} );
return targets[ parseInt(Math.random() * targets.length ) ];
case Game.GHOST_STATE_IN_JAIL :
case Game.GHOST_STATE_EATEN :
return {x: 13, y: 14};
}
},
loadBindings : function() {
this.node.bind(Game.GHOST_EVENT_CHASE, {ghost: this}, function(evt) {
var ghost = evt.data.ghost;
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
ghost.state_to(Game.GHOST_STATE_CHASE);
});
this.node.bind(Game.GHOST_EVENT_SCATTER, {ghost: this}, function(evt) {
var ghost = evt.data.ghost;
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
ghost.state_to(Game.GHOST_STATE_SCATTER);
});
this.node.bind(Game.GHOST_EVENT_DOT_EATEN, {ghost: this}, function(evt) {
var ghost = evt.data.ghost;
if( ghost.state == Game.GHOST_STATE_IN_JAIL && ghost.dotsCounter++ >= ghost.dotsLimits[Math.min(Game.level, ghost.dotsLimits.length - 1)] ) {
ghost.speed = ghost.initialSpeed;
ghost.state_to(Game.mode);
}
});
},
personnalTarget : function() {
},
state_to : function( state ) {
var up;
var down;
var right;
var reverse = this.state != Game.GHOST_STATE_FRIGHTENED && this.state != Game.GHOST_STATE_IN_JAIL; // previous state
this.state = state;
switch( state ) {
case Game.GHOST_STATE_CHASE :
this.speed = Game.levelData.ghost.speed;
case Game.GHOST_STATE_SCATTER :
this.speed = Game.levelData.ghost.speed;
case Game.GHOST_STATE_IN_JAIL :
up = this.animations["normal_up"];
down = this.animations["normal_down"];
right = this.animations["normal_right"];
break;
case Game.GHOST_STATE_FRIGHTENED :
up = down = right = this.animations["frightened"];
this.speed = Game.levelData.ghost.frightSpeed;
break;
case Game.GHOST_STATE_FRIGHTENED_BLINK :
up = down = right = this.animations["frightened_blink"];
this.state = Game.GHOST_STATE_FRIGHTENED;
break;
case Game.GHOST_STATE_EATEN :
up = this.animations["eaten_up"];
down = this.animations["eaten_down"];
right = this.animations["eaten_right"];
this.speed = 1;
break;
}
this.animations["up"] = up;
this.animations["down"] = down;
this.animations["right"] = right;
if( reverse )
switch( this.direction ) {
case UP:
this.direction = DOWN;
break;
case LEFT:
this.direction = RIGHT;
break;
case DOWN:
this.direction = UP;
break;
case RIGHT:
this.direction = LEFT;
break;
}
var inTunnel = this.isInTunnel();
var distances = [
{direction: UP, distance: this.canUp() && this.direction != DOWN ? 1 : INFINITY},
{direction: LEFT, distance: (inTunnel && this.direction == LEFT ) || (this.canLeft() && this.direction != RIGHT) ? 1 : INFINITY},
{direction: DOWN, distance: this.canDown() && this.direction != UP ? 1 : INFINITY},
{direction: RIGHT, distance: (inTunnel && this.direction == RIGHT ) || (this.canRight() && this.direction != LEFT) ? 1 : INFINITY},
];
distances.sort( function(a, b) {
if( a.distance == b.distance )
return a.direction - b.direction;
return a.distance - b.distance;
})
var selected = distances[0];
switch( selected.direction ) {
case UP:
this.up(true);
break;
case LEFT:
this.left(true);
break;
case DOWN:
this.down(true);
break;
case RIGHT:
this.right(true);
break;
}
},
canUp : function() {
switch( this.getTile() ) {
case 404:
case 407:
case 684:
case 687:
return false;
case 461:
case 462:
return true;
default:
return Game.maze.structure[ this.getTileX() + (this.getTileY() - 1 ) * WIDTH_TILE_COUNT ] <= 0;
}
},
canDown : function() {
switch( this.getTile() ) {
case 405:
case 406:
return false;
default:
return Game.maze.structure[ this.getTileX() + (this.getTileY() + 1 ) * WIDTH_TILE_COUNT ] <= 0;
}
},
move : function() {
this._super("move", arguments);
var currentTile = {x: this.getTileX(), y: this.getTileY()};
var id = this.getTile();;
if( this.lastDirectionTile != id && this.isNearMiddleTile()) {
this.lastDirectionTile = id;
this.eaten();
var distances = null;
var target = this.target();
if( this.state == Game.GHOST_STATE_EATEN && id == Game.maze.ghost_frightened_target ) {
this.state_to(Game.mode);
}
var inTunnel = this.isInTunnel();
if( inTunnel )
this.speed = Game.levelData.ghost.tunnelSpeed;
else if( this.state != Game.GHOST_STATE_IN_JAIL )
this.speed = this.state == Game.GHOST_STATE_FRIGHTENED ? Game.levelData.ghost.frightSpeed : Game.levelData.ghost.speed;
if( this.x < 0 )
this.x += PLAYGROUND_WIDTH;
if( this.x > PLAYGROUND_WIDTH )
this.x -= PLAYGROUND_WIDTH;
if( Game.maze.choice_tiles.indexOf( id ) != -1 ) {
distances = [
{direction: UP, distance: this.canUp() && this.direction != DOWN ? distance({x:currentTile.x, y:currentTile.y - 1}, target ) : INFINITY},
{direction: LEFT, distance: this.canLeft() && this.direction != RIGHT ? distance( {x:currentTile.x - 1, y:currentTile.y }, target ) : INFINITY},
{direction: DOWN, distance: this.canDown() && this.direction != UP ? distance({x:currentTile.x, y:currentTile.y + 1}, target ) : INFINITY},
{direction: RIGHT, distance: this.canRight() && this.direction != LEFT ? distance({x:currentTile.x + 1, y:currentTile.y}, target ) : INFINITY},
];
} else {
distances = [
{direction: UP, distance: this.canUp() && this.direction != DOWN ? 1 : INFINITY},
{direction: LEFT, distance: (inTunnel && this.direction == LEFT ) || (this.canLeft() && this.direction != RIGHT) ? 1 : INFINITY},
{direction: DOWN, distance: this.canDown() && this.direction != UP ? 1 : INFINITY},
{direction: RIGHT, distance: (inTunnel && this.direction == RIGHT ) || (this.canRight() && this.direction != LEFT) ? 1 : INFINITY},
];
}
distances.sort( function(a, b) {
if( a.distance == b.distance )
return a.direction - b.direction;
return a.distance - b.distance;
})
var selected = distances[0];
switch( selected.direction ) {
case LEFT :
if( this.direction != LEFT )
this.left();
break;
case RIGHT :
if( this.direction != RIGHT )
this.right();
break;
case UP :
if( this.direction != UP )
this.up();
break;
case DOWN :
if( this.direction != DOWN )
this.down();
break;
}
}
var inTunnel = this.isInTunnel();
if( this.x < 0 )
this.x += PLAYGROUND_WIDTH;
if( this.x > PLAYGROUND_WIDTH )
this.x -= PLAYGROUND_WIDTH;
},
eaten : function(target) {
if( typeof target === "undefined" )
target = this;
if( target.getTile() == Game.pacman.getTile() ) {
// console.log(" Eaten from ghost" );
Game.pacman.eatGhost(target);
// if( target.state != Game.GHOST_STATE_FRIGHTENED && target.state != Game.GHOST_STATE_EATEN ) {
// Game.die();
// } else {
// target.state_to(Game.GHOST_STATE_EATEN);
// Game.eatGhost(this);
// }
}
}
};
heriter(Ghost.prototype, Actor.prototype);