Pacman
1.0
Pacman game
|
Game class. Plus de détails...
#include <Game.h>
Fonctions membres publiques | |
Game () | |
Construct a new Game object. Plus de détails... | |
~Game () | |
int | update (int state) |
This function updates the game state. Plus de détails... | |
void | setPlayerDirection (int d) |
Set the player direction. This function is called when the user presses a key. Plus de détails... | |
int | reset () |
reset the game to a starting state, called when the player loses a life Plus de détails... | |
Fonctions membres privées | |
void | handlePacgums () |
int | handleGhosts () |
Attributs privés | |
int | playerDirection = RIGHT |
Maze | maze |
std::shared_ptr< Pacman > | pacman |
std::vector< std::shared_ptr< Ghosts > > | ghosts |
int | score |
std::unique_ptr< Renderer > | renderer |
int | nb_gommes = 244 |
int | lives |
Uint32 | last_gum_eaten = 0 |
int | level = 1 |
std::vector< int > | mode_times = {7000, 27000, 34000, 54000, 59000, 79000, 84000} |
std::vector< int > | modes = {CHASE, SCATTER, CHASE, SCATTER, CHASE, SCATTER, CHASE} |
Uint32 | game_start |
Game class.
This class is the main class of the game. It contains all the game logic. It is responsible for updating the game state and rendering the game.
Game::Game | ( | ) |
Construct a new Game object.
This constructor initializes the game by creating the maze, the pacman and the ghosts. It also initializes the renderer.
Game::~Game | ( | ) |
|
private |
|
private |
int Game::reset | ( | ) |
reset the game to a starting state, called when the player loses a life
void Game::setPlayerDirection | ( | int | d | ) |
Set the player direction. This function is called when the user presses a key.
d | The direction of the player |
int Game::update | ( | int | state | ) |
This function updates the game state.
This function updates the game state by updating the pacman and the ghosts. It also handles the collisions between the pacman and the ghosts.
state | The current state of the game (STARTING, PLAYING, GAMEOVER, WON) |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |