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Java MOVE.NEUTRAL属性代码示例

本文整理汇总了Java中pacman.game.Constants.MOVE.NEUTRAL属性的典型用法代码示例。如果您正苦于以下问题:Java MOVE.NEUTRAL属性的具体用法?Java MOVE.NEUTRAL怎么用?Java MOVE.NEUTRAL使用的例子?那么, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在pacman.game.Constants.MOVE的用法示例。


在下文中一共展示了MOVE.NEUTRAL属性的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: drawPacMan

/**
 * Draw pac man.
 */
private void drawPacMan()
{
	int pacLoc=game.getPacmanCurrentNodeIndex();
	
	MOVE tmpLastPacManMove=game.getPacmanLastMoveMade();
	
    double halfMag = 0.5*MAG;
	int width = (int) (images.getPacMan(lastPacManMove,time).getWidth() * halfMag);
	int height = (int) (images.getPacMan(lastPacManMove,time).getHeight() * halfMag);
	
	if(tmpLastPacManMove!=MOVE.NEUTRAL)
		lastPacManMove=tmpLastPacManMove;

	bufferGraphics.drawImage(images.getPacMan(lastPacManMove,time), (int)(game.getNodeXCood(pacLoc)*MAG-1*halfMag), (int) (game.getNodeYCood(pacLoc)*MAG+3*halfMag), width, height, null);
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:18,代码来源:GameView.java

示例2: _correctPacManDir

/**
 * _correct pac man dir.
 *
 * @param direction the direction
 * @return the mOVE
 */
private MOVE _correctPacManDir(MOVE direction)
{
	Node node=currentMaze.graph[pacman.currentNodeIndex];
	
	//direction is correct, return it
	if(node.neighbourhood.containsKey(direction))
		return direction;
	else
	{
		//try to use previous direction (i.e., continue in the same direction)
		if(node.neighbourhood.containsKey(pacman.lastMoveMade))
			return pacman.lastMoveMade;
		//else stay put
		else
			return MOVE.NEUTRAL;
	}
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:23,代码来源:Game.java

示例3: _reverseGhosts

private boolean _reverseGhosts(EnumMap<GHOST,MOVE> moves,boolean force)
{
	boolean reversed=false;		
	boolean globalReverse=false;
		
	if(Math.random()<GHOST_REVERSAL)
		globalReverse=true;
	
	for(Entry<GHOST,MOVE> entry : moves.entrySet())
	{
		Ghost ghost=ghosts.get(entry.getKey());
	
		if(currentLevelTime>1 && ghost.lairTime==0 && ghost.lastMoveMade!=MOVE.NEUTRAL)
		{
			if(force || (powerPillWasEaten || globalReverse))
			{
				ghost.lastMoveMade=ghost.lastMoveMade.opposite();
				ghost.currentNodeIndex=currentMaze.graph[ghost.currentNodeIndex].neighbourhood.get(ghost.lastMoveMade);
				reversed=true;
				timeOfLastGlobalReversal = totalTime;
			}
		}
	}
	
	return reversed;
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:26,代码来源:Game.java

示例4: getSmartmove

/**
 * direction moves modified to avoid jam situations
 * returns direction on junctions
 * returns direction on tunnels if direction is a possible move
 * returns last move on tunnels if direction it's not a possible move
 */
public MOVE getSmartmove(int pacmanLocation, MOVE direction) {
	
	if (isJunction(pacmanLocation))		//returns direction on junctions
		return direction;
	else if (getNeighbour(pacmanLocation, direction) != -1)		//returns direction on tunnels if direction is a possible move
		return direction;
	else {		//returns last move on tunnels if direction it's not a possible move
		if (getNeighbour(pacmanLocation, getPacmanLastMoveMade()) != -1)		// 'I' tunnel
			return getPacmanLastMoveMade();
		else if (getNeighbour(pacmanLocation, getPacmanLastMoveMade().L90()) != -1)	// 'L' tunnel 90º left
			return getPacmanLastMoveMade().L90();
		else if (getNeighbour(pacmanLocation, getPacmanLastMoveMade().R90()) != -1)	// 'L' tunnel 90º right
			return getPacmanLastMoveMade().R90();
		else
			return MOVE.NEUTRAL;	//unknown situation
	}
	
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:24,代码来源:Game.java

示例5: atacar

/**
 *Mirar si se puede llegar al fantasma comible mas cercano
 *Antes de que pueda llegar ningun fantasma no comible a el
 *Si tal, ir a comerselo, si no, llamada a farmear
 */
public MOVE atacar(){
	
	boolean atk = true;
	Ghost g = getClosestEdibleGhost(getPacmanCurrentNodeIndex());
	if (g == null)
		return MOVE.NEUTRAL;
	int closestg = g.currentNodeIndex;

	double distpmg = getDistance(getPacmanCurrentNodeIndex(), closestg, DM.PATH);
	
	for (Ghost ghost : this.ghosts.values())
	{
		if (!ghost.isEdible() && !ghost.isInLair())
		{
			if(getDistance(closestg, ghost.currentNodeIndex, DM.PATH) < distpmg)
				atk = false;
		}
	}
	
	if(atk)
		return getNextMoveTowardsTarget(getPacmanCurrentNodeIndex(), closestg, DM.PATH);
	else{
		return MOVE.NEUTRAL;
	}		
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:30,代码来源:Game.java

示例6: executeAndGetMove

public MOVE executeAndGetMove(Game g){
	Node tn = this.execute(g);
	if (tn == null)
		return MOVE.NEUTRAL;
	if (tn.children.size() != 0){
		System.out.println();
	}
	return ((TerminalNode) this.execute(g)).getMove(g);
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:9,代码来源:NicerTree.java

示例7: getGhost

public BufferedImage getGhost(GHOST ghost,MOVE move,int time)
{
	if(move==MOVE.NEUTRAL)
		return ghosts.get(ghost).get(MOVE.UP)[(time%6)/3];
	else
		return ghosts.get(ghost).get(move)[(time%6)/3];
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:7,代码来源:GameView.java

示例8: _updatePacMan

/**
 * _update pac man.
 *
 * @param move the move
 */
private void _updatePacMan(MOVE move)
{
	pacman.lastMoveMade=_correctPacManDir(move);		
	pacman.currentNodeIndex=pacman.lastMoveMade == MOVE.NEUTRAL ? pacman.currentNodeIndex : 
		currentMaze.graph[pacman.currentNodeIndex].neighbourhood.get(pacman.lastMoveMade);
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:11,代码来源:Game.java

示例9: doesGhostRequireAction

/**
 * If in lair (getLairTime(-)>0) or if not at junction.
 *
 * @param ghostType the ghost type
 * @return true, if successful
 */
public boolean doesGhostRequireAction(GHOST ghostType)
{
	//inlcude neutral here for the unique case where the ghost just left the lair
	return ((isJunction(ghosts.get(ghostType).currentNodeIndex) || (ghosts.get(ghostType).lastMoveMade==MOVE.NEUTRAL) && ghosts.get(ghostType).currentNodeIndex==currentMaze.initialGhostNodeIndex) 
			&& (ghosts.get(ghostType).edibleTime==0 || ghosts.get(ghostType).edibleTime%GHOST_SPEED_REDUCTION!=0));
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:12,代码来源:Game.java

示例10: getDirectionTowardsClosestEdibleGhost

/**
 * Returns the direction towards the closest edible ghost (NEUTRAL if no edible ghosts avaiable)
 */
public MOVE getDirectionTowardsClosestEdibleGhost(int pacmanNode){
	MOVE ret = MOVE.NEUTRAL;
	Ghost g = getClosestEdibleGhost(pacmanNode);
	if (g != null)
		ret = getNextMoveTowardsTarget(pacmanNode, g.currentNodeIndex, DM.PATH);
	
	return ret;
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:11,代码来源:Game.java

示例11: getDirectionAwayFromClosestNonEdibleGhost

/**
 * Returns the movement opposed to the direction of the closest non edible ghost
 */
public MOVE getDirectionAwayFromClosestNonEdibleGhost(int pacmanNode){
	MOVE ret = MOVE.NEUTRAL;
	Ghost g = getClosestNonEdibleGhost(pacmanNode);
	if (g != null)
		ret = getNextMoveAwayFromTarget(pacmanNode, g.currentNodeIndex, DM.PATH);
	
	return ret;
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:11,代码来源:Game.java

示例12: getDirectionTowardsClosestPowerPill

/**
 * Returns the movement towards the closest PowerPill
 */
public MOVE getDirectionTowardsClosestPowerPill(int pacmanNode){
	MOVE ret = MOVE.NEUTRAL;
	int cpp = getClosestPowerPill(pacmanNode);
	if (cpp != -1) 
		ret = getNextMoveTowardsTarget(pacmanNode, cpp, DM.PATH);
	
	return ret;
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:11,代码来源:Game.java

示例13: getDirectionTowardsClosestPill

/**
 * Returns the movement towards the closest Pill
 */
public MOVE getDirectionTowardsClosestPill(int pacmanNode){
	MOVE ret = MOVE.NEUTRAL;
	int cpp = getClosestPill(pacmanNode);
	if (cpp != -1) 
		ret = getNextMoveTowardsTarget(pacmanNode, cpp, DM.PATH);
	
	return ret;
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:11,代码来源:Game.java

示例14: huir

/**Mirar powerpill mas cercana, su distancia de pacman a ella ppd
 *Si las distancias son mayores desde todos los fantasmas a la PP que la de pacman, ir a por la PP
 *Si no, huir en la direccion por la que se tarde mas en llegar a un fantasma
 */
public MOVE huir(){
	
	boolean go2pp = true;
	
	int closestpp = getClosestPowerPill(getPacmanCurrentNodeIndex());

	if (closestpp < 0) {
		Ghost nonEdibleGhost = getClosestNonEdibleGhost(getPacmanCurrentNodeIndex());
		if (nonEdibleGhost != null)
			return getNextMoveAwayFromTarget(getPacmanCurrentNodeIndex(), getClosestNonEdibleGhost(getPacmanCurrentNodeIndex()).currentNodeIndex, DM.PATH);
		else
			return MOVE.NEUTRAL;
	}
	
	double distpmpp = getDistance(getPacmanCurrentNodeIndex(), closestpp, DM.PATH); //returns double with different DMs
	
	for (Ghost ghost : this.ghosts.values())
	{
		if (!ghost.isEdible() && !ghost.isInLair())
		{
			if((int)getDistance(closestpp, ghost.currentNodeIndex, DM.PATH) < distpmpp)
				go2pp = false;
		}
	}
	
	if(go2pp)
		return getNextMoveTowardsTarget(getPacmanCurrentNodeIndex(), closestpp, DM.PATH);
	else{
		return getNextMoveAwayFromTarget(getPacmanCurrentNodeIndex(), getClosestNonEdibleGhost(getPacmanCurrentNodeIndex()).currentNodeIndex, DM.PATH);
	}		
	
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:36,代码来源:Game.java

示例15: farmear

/**
 * Ir a por pill mas cercana a la que no llegen antes los fantasmas antes, si no puede llegar a ninguna se aleja de ellos
 */
public MOVE farmear(){
	
	boolean go2p = true;
	
	int closestp = getClosestPill(getPacmanCurrentNodeIndex());
	if (closestp < 0) {
		int closestpp = getClosestPowerPill(getPacmanCurrentNodeIndex());
		return getNextMoveTowardsTarget(getPacmanCurrentNodeIndex(), closestpp, DM.PATH);
	}

	double distpmp = getDistance(getPacmanCurrentNodeIndex(), closestp, DM.PATH);
	
	for (Ghost ghost : this.ghosts.values())
	{
		if (!ghost.isEdible() && !ghost.isInLair())
		{
			if(getDistance(closestp, ghost.currentNodeIndex, DM.PATH) < distpmp)
				go2p = false;
		}
	}
	
	if(go2p)
		return getNextMoveTowardsTarget(getPacmanCurrentNodeIndex(), closestp, DM.PATH);
	else{
		return MOVE.NEUTRAL;
	}		
}
 
开发者ID:hecoding,项目名称:Pac-Man,代码行数:30,代码来源:Game.java


注:本文中的pacman.game.Constants.MOVE.NEUTRAL属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。