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@@ -1,999 +0,0 @@
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-var Game = {
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- id : null,
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- type : "offline",
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- player : 1,
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-
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- PACMAN_START_X : 14 * TILE_SIZE,
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- PACMAN_START_Y : 24 * TILE_SIZE,
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-
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- GHOST_STATE_CHASE : 1,
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- GHOST_STATE_SCATTER : 2,
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- GHOST_STATE_FRIGHTENED : 3,
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- GHOST_STATE_IN_JAIL : 4,
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- GHOST_STATE_EATEN : 5,
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- GHOST_STATE_FRIGHTENED_BLINK : 6,
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-
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-
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- GHOST_EVENT_CHASE : "ghost_event_chase",
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- GHOST_EVENT_SCATTER : "ghost_event_scatter",
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- GHOST_EVENT_DOT_EATEN : "ghost_event_dot_eaten",
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-
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- DOT_POINTS : 10,
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- BIG_DOT_POINTS : 50,
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- totalDots : 0,
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-
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- dots : {},
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- timer : null,
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- frightTimer : null,
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- bonusTimer : null,
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- level : -1,
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- levelData : null,
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- step : 0,
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- score : 0,
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- eatenDots : 0,
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- lives : 3,
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- running : false,
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- mode : 2, // Game.GHOST_STATE_SCATTER
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- frightMode : false,
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- eaten: 0,
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-
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- pacman : null,
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- miss : null,
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- hero : null,
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- blinky : null,
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- pinky : null,
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- inky : null,
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- clyde : null,
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- ghosts : new Array(),
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- actors : {},
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- heroes : new Array(),
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- maze : MAZE,
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-
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- init : function() {
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-
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- GUI.updateMessage("READY");
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-
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- $(".dot.hiddenDot").each( function(incr, elt) {
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- Game.dots[elt.id] = "dot";
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- });
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- $(".dot.hiddenDot").removeClass("hiddenDot");
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-
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- $(".bigDot.hiddenDot").each( function(incr, elt) {
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- Game.dots[elt.id] = "bigDot";
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- });
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- $(".bigDot.hiddenDot").removeClass("hiddenDot")
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-
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- Game.totalDots = $(".dot").length + $(".bigDot").length;
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-
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- SCOREBOARD.init();
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- SCOREBOARD.set_score( Game.score );
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-
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- Game.level++;
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- Game.step = 0;
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- Game.eatenDots = 0;
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-
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- GUI.updateLevelNumber( Game.level + 1 );
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-
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- Game.build(LEVELS[Math.min(Game.level, LEVELS.length)]);
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- },
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-
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- build : function(data) {
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- Game.levelData = data;
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- Game.addPacman();
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- Game.addGhosts();
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- Sound.play("opening");
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- setTimeout("Game.start();", 4500);
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- },
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-
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- start : function() {
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- //if( $.browser.webkit )
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- $(document).keydown( function( event ) {
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- if( event.which > 36 && event.which < 41 )
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- return false;
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- } );
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- // $(document).keypress(scrollPreventFct );
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-
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- GUI.updateMessage("");
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- Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
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- Game.running = true;
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- },
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-
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- levelComplete : function() {
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- Game.running = false;
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- Game.timer.stop();
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- Game.timer = null;
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-
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- setTimeout("Game.init();", 3000);
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- },
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-
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- eat : function(type) {
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- Game.eatenDots++;
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- if( type === "bigDot" ) {
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- Game.score += Game.BIG_DOT_POINTS;
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-// console.log( "Eating big dot " + Game.score );
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- SCOREBOARD.add( Game.BIG_DOT_POINTS );
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- } else {
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- Game.score += Game.DOT_POINTS;
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-// console.log( "Eating dot " + Game.score );
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- SCOREBOARD.add( Game.DOT_POINTS );
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- }
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-
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- if( Game.eatenDots == 70 || Game.eatenDots == 170 ) {
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- Game.bonusTimer = setTimeout("Game.hideBonus();", ( 9 + Math.random() ) * 1000 );
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- $("#" + Game.maze.bonus_target).addClass( Game.levelData.bonus.type);
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- }
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-
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- if( Game.eatenDots === Game.totalDots )
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- Game.levelComplete();
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- },
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-
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- eatGhost : function(ghost) {
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- Sound.play("ghost");
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- Game.eaten++;
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- var points = Game.eaten * 200;
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- Game.score += points;
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-// console.log(new Date() + " Eating " + ghost.id + " " + (Game.eaten * 200) + " "+ Game.score );
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- SCOREBOARD.add( points );
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- },
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-
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- hideBonus : function() {
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- $("#" + Game.maze.bonus_target).removeClass( Game.levelData.bonus.type);
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- Game.bonusTimer = null;
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- },
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-
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- die : function() {
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- Game.running = false;
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- $.each( Game.actors, function(index, actor) {
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- actor.speed = 0;
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- })
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- Game.pacman.die();
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- Game.timer.stop();
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- Game.step = 0;
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- Game.timer = null;
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- $("#life" + Game.lives).effect( "pulsate", {times:3, mode:"hide"}, 500 );
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- Game.lives--;
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- if( Game.lives > 0 )
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- setTimeout( "Game.startAfterDie();", 3000);
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- else {
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- GUI.drawText( $("#message"), "GAME OVER", true );
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- Game.show_game_over();
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- }
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- },
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-
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- show_game_over: function() {
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- },
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-
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- startAfterDie : function() {
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- var dotsCounters = new Array();
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- $.each(Game.ghosts, function(index, ghost ) {
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- dotsCounters[index] = ghost.dotsCounter;
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- });
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-
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- Game.addGhosts();
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- Game.addPacman();
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- //Game.addMissPacman();
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-
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- $.each(Game.ghosts, function(index, ghost ) {
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- ghost.dotsCounter = dotsCounters[index];
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- if( ghost.dotsCounter >= ghost.dotsLimits[Math.min(Game.level, ghost.dotsLimits.length - 1)] ) {
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- ghost.speed = ghost.initialSpeed;
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- ghost.state_to(Game.GHOST_STATE_SCATTER);
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- }
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- });
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-
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- Game.running = true;
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- Game.step = 0;
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- Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
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- },
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-
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- timerManager : function() {
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- Game.step++;
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- if( Game.step % 2 == 1 ) {
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- $(".actor").trigger(Game.GHOST_EVENT_CHASE);
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- Game.mode = Game.GHOST_STATE_CHASE;
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- } else {
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- $(".actor").trigger(Game.GHOST_EVENT_SCATTER);
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- Game.mode = Game.GHOST_STATE_SCATTER;
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- }
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- if( Game.step < Game.levelData.mode.length - 1 && Game.levelData.mode[Game.step] != INFINITY )
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- Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
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- },
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-
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- addPacman : function() {
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- if( $("#pacman").length == 0) {
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- Game.pacman = new Pacman();
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- $("#actors").addSprite("pacman", {animation: Game.pacman.animations["right"], posx:Game.pacman.x, posy: Game.pacman.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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- Game.pacman.node = $("#pacman");
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- Game.pacman.node.addClass( "actor" );
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- Game.actors[ "pacman" ] = Game.pacman;
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- Game.heroes[ "pacman" ] = Game.pacman;
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-
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- Game.hero = Game.pacman;
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- }
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- Game.pacman.init();
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- Game.pacman.speed = Game.levelData.pacman.speed;
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- Game.pacman.left();
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- },
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-
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- addMissPacman : function() {
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- if( $("#miss_pacman").length == 0) {
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- Game.miss = new Pacman();
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- Game.miss.animations["right"] = new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsety: 272, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL });
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- 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 });
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-
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- $("#actors").addSprite("miss_pacman", {animation: Game.miss.animations["right"], posx:Game.miss.x, posy: Game.miss.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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- Game.miss.node = $("#miss_pacman");
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- Game.miss.node.addClass( "actor" );
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- Game.actors[ "miss_pacman" ] = Game.miss;
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- Game.heroes[ "miss_pacman" ] = Game.miss;
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- }
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- Game.miss.init();
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- Game.miss.x = Game.MISS_PACMAN_START_X;
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- Game.miss.y = Game.MISS_PACMAN_START_Y;
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- Game.miss.speed = Game.levelData.pacman.speed;
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- Game.miss.right(true);
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- Game.miss.left(true);
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- Game.miss.node.x(Game.miss.x);
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- Game.miss.node.y(Game.miss.y);
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- Game.miss.right();
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- },
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-
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- addGhosts : function() {
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- Game.addBlinky();
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- Game.addPinky();
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- Game.addInky();
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- Game.addClyde();
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- },
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-
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- addBlinky : function() {
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- if( $("#blinky").length == 0 ) {
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- Game.blinky = new Ghost("blinky", 0, {x: 14 * TILE_SIZE, y: 14 * TILE_SIZE}, {x: 25, y: 0 }, function() {
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- var prey = Game.actors[ "blinky" ].prey;
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- return {x: prey.getTileX(), y: prey.getTileY()};
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- }, [0,0,0], Game.GHOST_STATE_SCATTER);
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- Game.blinky.center();
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- $("#actors").addSprite("blinky", {animation: Game.blinky.animations["right"], posx:Game.blinky.x, posy: Game.blinky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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- Game.blinky.node = $("#blinky");
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- Game.blinky.node.addClass( "actor" );
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- Game.actors[ "blinky" ] = Game.blinky;
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- Game.blinky.loadBindings();
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-
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- Game.blinky.originalTarget = Game.blinky.target;
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- Game.blinky.target = function() {
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- var remainingDots = Game.totalDots - Game.eatenDots;
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- var elroySpecs = Game.levelData.ghost;
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- if( ( Game.blinky.state == Game.GHOST_STATE_SCATTER || Game.blinky.state == Game.GHOST_STATE_CHASE ) && remainingDots <= elroySpecs.elroy1Dots ) {
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- if( remainingDots <= elroySpecs.elroy2Dots ) {
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- Game.blinky.speed = elroySpecs.elroy2Speed;
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- }
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- else {
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- Game.blinky.speed = elroySpecs.elroy1Speed;
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- }
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-
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- return Game.blinky.personnalTarget();
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- }
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- return Game.blinky.originalTarget();
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- };
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-
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- Game.ghosts.push( Game.blinky );
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- } else {
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- Game.blinky.init();
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- }
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- Game.blinky.state = Game.GHOST_STATE_SCATTER;
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- Game.blinky.left();
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- Game.blinky.initialSpeed = Game.levelData.ghost.speed;
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- Game.blinky.speed = Game.blinky.initialSpeed;
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- },
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-
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- addPinky : function() {
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- if( $("#pinky").length == 0 ) {
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- Game.pinky = new Ghost("pinky", 1, {x: 14 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 2, y: 0 }, function() {
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- var prey = Game.actors[ "pinky" ].prey;
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- var direction = this.prey.direction;
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- if( direction % 2 == 0 )
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- return {x: prey.getTileX() + (direction == LEFT ? -4 : 4), y: prey.getTileY()};
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- else
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- return {x: prey.getTileX(), y: prey.getTileY() + (direction == UP ? -4 : 4) };
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- }, [0,0,0], Game.GHOST_STATE_IN_JAIL);
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- Game.pinky.center();
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- $("#actors").addSprite("pinky", {animation: Game.pinky.animations["right"], posx: Game.pinky.x, posy: Game.pinky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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- Game.pinky.node = $("#pinky");
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- Game.pinky.node.addClass( "actor" );
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- Game.actors[ "pinky" ] = Game.pinky;
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- Game.pinky.loadBindings();
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-
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- Game.ghosts.push( Game.pinky );
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- } else {
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- Game.pinky.init();
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- }
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- Game.pinky.initialSpeed = Game.levelData.ghost.speed;
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- Game.pinky.left();
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- },
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-
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- addInky : function() {
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- if( $("#inky").length == 0 ) {
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- Game.inky = new Ghost("inky", 2, {x: 12 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 27, y: 34 }, function() {
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- var prey = Game.actors[ "inky" ].prey;
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- var direction = prey.direction;
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- if( direction % 2 == 0 )
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- direction = {x: prey.getTileX() + (direction == LEFT ? -2 : 2) - Game.blinky.getTileX(), y: prey.getTileY() - Game.blinky.getTileY()};
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- else
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- direction = {x: prey.getTileX() - Game.blinky.getTileX(), y: prey.getTileY() + (direction == UP ? -2 : 2) - Game.blinky.getTileY()};
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- return {x: direction.x * 2, y: direction.y * 2};
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- }, [30,0,0], Game.GHOST_STATE_IN_JAIL);
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- Game.inky.center();
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- $("#actors").addSprite("inky", {animation: Game.inky.animations["right"], posx:Game.inky.x, posy: Game.inky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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- Game.inky.node = $("#inky");
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- Game.inky.node.addClass( "actor" );
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- Game.actors[ "inky" ] = Game.inky;
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- Game.inky.loadBindings();
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-
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- Game.ghosts.push( Game.inky );
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- } else {
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- Game.inky.init();
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- }
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- Game.inky.initialSpeed = Game.levelData.ghost.speed;
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- Game.inky.right();
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- },
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-
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- addClyde : function() {
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- if( $("#clyde").length == 0 ) {
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- Game.clyde = new Ghost("clyde", 3, {x: 16 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 0, y: 34 }, function() {
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- var prey = Game.actors[ "clyde" ].prey;
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- return distance( {x: this.getTileX(), y: this.getTileY()} , {x: prey.getTileX(), y: prey.getTileY()}) < 8 ?
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- this.scatterTarget : {x: prey.getTileX(), y: prey.getTileY()};
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- }, [60,50,0], Game.GHOST_STATE_IN_JAIL);
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- Game.clyde.center();
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- $("#actors").addSprite("clyde", {animation: Game.clyde.animations["right"], posx:Game.clyde.x, posy: Game.clyde.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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- Game.clyde.node = $("#clyde");
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- Game.clyde.node.addClass( "actor" );
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- Game.actors[ "clyde" ] = Game.clyde;
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- Game.clyde.loadBindings();
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-
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- Game.ghosts.push( Game.clyde );
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- } else {
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- Game.clyde.init();
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- }
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- Game.clyde.initialSpeed = Game.levelData.ghost.speed;
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- Game.clyde.left();
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- },
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-
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- moveGhosts : function() {
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- $.each(Game.ghosts, function(index, ghost ) {
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- ghost.move();
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- });
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- },
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-
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- nearEndFright : function() {
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- $.each(Game.ghosts, function(index, ghost ) {
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|
- 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);
|