pathfinding_complete
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Es werden nur die ersten 35 Zeilen und Zeichen dieses Dokuments benutzt.
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###################################
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@ -1 +0,0 @@
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/assets/
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BIN
bin/Brick.class
BIN
bin/Brick.class
Binary file not shown.
BIN
bin/Game.class
BIN
bin/Game.class
Binary file not shown.
BIN
bin/Ghost.class
BIN
bin/Ghost.class
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BIN
bin/Main.class
BIN
bin/Main.class
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bin/Map.class
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bin/Map.class
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bin/Player.class
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bin/Player.class
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137
src/Game.java
137
src/Game.java
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@ -1,8 +1,12 @@
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import java.awt.Color;
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import java.util.*;
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import javax.swing.JFrame;
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import javax.swing.JPanel;
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import java.lang.Math;
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// In dieser Klasse findet der größte Teil des Spiels statt:
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// Rendern von Map, Geistern, Pac-Man etc.
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// Überprüfung von Kollisionen verschiedener Elemente (der komplizierteste Teil des Programms)
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@ -20,7 +24,7 @@ public class Game {
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private long dt;
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private long lastT;
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private int delaytimer = 9;
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private int delaytimer = 10;
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@SuppressWarnings("unused")
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private long fps = 60;
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@ -34,6 +38,9 @@ public class Game {
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// nach rechts --> x wird größer
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// nach unten --> y wird größer
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int minn;
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int[] HCost = new int[4];
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public Game() { // Erstellen des Konstruktors (Was soll passieren, sobald dieses Klasse
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// aufgerufen wird?)
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@ -41,12 +48,9 @@ public class Game {
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panel = new JPanel(); // darauf werden alle sichtbaren Elemente gespeichert
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ghosts = new Ghost[1]; // 4 Geister
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ghosts = new Ghost[4]; // 4 Geister
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boolean[] ghost_up_possible = new boolean[ghosts.length];
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boolean[] ghost_down_possible = new boolean[ghosts.length];
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boolean[] ghost_left_possible = new boolean[ghosts.length];
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boolean[] ghost_right_possible = new boolean[ghosts.length];
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boolean[][] ghost_possible = new boolean[ghosts.length][4];
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player = new Player(); // Pac-Man
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@ -104,38 +108,110 @@ public class Game {
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player.setLocation(player.getPos('x', dt), player.getPos('y', dt));
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// Aktualiesieren der Positionen der Geister:
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for (int i = 0; i < ghosts.length; i++) {
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ghosts[i].setLocation(ghosts[i].getPos('x', dt), ghosts[i].getPos('y', dt));
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}
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//for (int i = 0; i < ghosts.length; i++) {
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// ghosts[i].setLocation(ghosts[i].getPos('x', dt), ghosts[i].getPos('y', dt));
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//}
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for (int i = 0; i < ghosts.length; i++) {
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ghost_possible[i][0] = false;
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ghost_possible[i][1] = false;
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ghost_possible[i][2] = false;
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ghost_possible[i][3] = false;
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if ((Map.bricks[conv(ghosts[i].yPos)][conv(ghosts[i].xPos) + 1] == null && Map.bricks[conv(ghosts[i].yPos + 19)][conv(ghosts[i].xPos) + 1] == null) || (ghosts[i].xPos + 10) % 20 != 0 ){
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ghost_possible[i][0] = true;
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if (Map.bricks[((ghosts[i].getPos('y', 0) - 10) / 20) - 1][(ghosts[i].getPos('x', 0) - 10)
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/ 20] == null) {
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ghost_up_possible[i] = true;
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}
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if (Map.bricks[((ghosts[i].getPos('y', 0) - 10) / 20) + 1][(ghosts[i].getPos('x', 0) - 10)
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/ 20] == null) {
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ghost_down_possible[i] = true;
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if ((Map.bricks[conv(ghosts[i].yPos)][conv(ghosts[i].xPos) - 1] == null && Map.bricks[conv(ghosts[i].yPos + 19)][conv(ghosts[i].xPos) - 1] == null) || (ghosts[i].xPos + 10) % 20 != 0 ){
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ghost_possible[i][1] = true;
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}
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if (Map.bricks[(ghosts[i].getPos('y', 0) - 10) / 20][((ghosts[i].getPos('x', 0) - 10) / 20)
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- 1] == null) {
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ghost_left_possible[i] = true;
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if ((Map.bricks[conv(ghosts[i].yPos) - 1][conv(ghosts[i].xPos)] == null && Map.bricks[conv(ghosts[i].yPos) - 1][conv(ghosts[i].xPos + 19)] == null) || (ghosts[i].yPos + 10) % 20 != 0 ){
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ghost_possible[i][2] = true;
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}
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if (Map.bricks[(ghosts[i].getPos('y', 0) - 10) / 20][((ghosts[i].getPos('x', 0) - 10) / 20)
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+ 1] == null) {
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ghost_right_possible[i] = true;
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if ((Map.bricks[conv(ghosts[i].yPos) + 1][conv(ghosts[i].xPos)] == null && Map.bricks[conv(ghosts[i].yPos) + 1][conv(ghosts[i].xPos + 19)] == null) || (ghosts[i].yPos + 10) % 20 != 0 ){
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ghost_possible[i][3] = true;
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}
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ghost_up_possible[i] = false;
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ghost_down_possible[i] = false;
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ghost_left_possible[i] = false;
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ghost_right_possible[i] = false;
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System.out.println(HCost[0] + " " + HCost[1] + " " + HCost[2] + " " + HCost[3]);
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HCost[0] = ghosts[i].getHCost(player, 1, 0);
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HCost[1] = ghosts[i].getHCost(player, -1, 0);
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HCost[2] = ghosts[i].getHCost(player, 0, -1);
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HCost[3] = ghosts[i].getHCost(player, 0, 1);
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//
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int minn = 10000;
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if (ghosts[i].up == true) {
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HCost[3] = 10000;
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}
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if (ghosts[i].down == true) {
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HCost[2] = 10000;
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}
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if (ghosts[i].left == true) {
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HCost[0] = 10000;
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}
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if (ghosts[i].right == true) {
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HCost[1] = 10000;
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}
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for (int j = 0; j < 4; j++) {
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if (ghost_possible[i][j] == false) {
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HCost[j] = 10500;
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}
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}
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for (int j = 0; j < 4; j++) {
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if (minn > HCost[j]) {
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minn = HCost[j];
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}
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}
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//System.out.println(minn);
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//
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for (int j = 0; j < 4; j++) {
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if (HCost[j] == minn) {
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if (j == 0) {
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ghosts[i].right = true;
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ghosts[i].left = false;
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ghosts[i].down = false;
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ghosts[i].up = false;
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break;
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}
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if (j == 1) {
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ghosts[i].left = true;
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ghosts[i].right = false;
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ghosts[i].down = false;
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ghosts[i].up = false;
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break;
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}
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if (j == 2) {
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ghosts[i].up = true;
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ghosts[i].right = false;
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ghosts[i].left = false;
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ghosts[i].down = false;
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break;
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}
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if (j == 3) {
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ghosts[i].down = true;
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ghosts[i].right = false;
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ghosts[i].left = false;
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ghosts[i].up = false;
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break;
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}
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}
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}
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}
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System.out.println(ghosts[0].getHCost(player));
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// Kollision von Pac-Man mit Bricks:
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for (int i = 0; i < 35; i++) { // für jeden Brick
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for (int j = 0; j < 35; j++) { // für jeden Brick
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player.calcDir(0); // Berechnen wo Pac-Man als nächstes hin soll
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for (int i = 0; i < ghosts.length; i++) {
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ghosts[i].setLocation(ghosts[i].getPos('x', dt), ghosts[i].getPos('y', dt));
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if (player.getPos('x', 0) < ghosts[i].getPos('x', 0) + 20
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&& player.getPos('x', 0) > ghosts[i].getPos('x', 0) - 20
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&& player.getPos('y', 0) < ghosts[i].getPos('y', 0) + 20
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e.printStackTrace();
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}
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}
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private int conv(float a) { //90.0 --> 4
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int b = (int) (a - 10 )/ 20;
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return b;
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}
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}
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@ -4,9 +4,16 @@ public class Ghost extends Picture { // Die
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private static final long serialVersionUID = -5352006665147359473L;
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private int xPos;
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private int yPos;
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public int xPos;
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public int yPos;
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public boolean up;
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public boolean down;
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public boolean left;
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public boolean right;
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//private float speed = 0.00000007f;
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private int HCost;
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public Ghost(int index) {
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}
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public int getPos(char coordinate, long dt) {
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if (coordinate == 'x') {
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return xPos;
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} else if (coordinate == 'y') {
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return yPos;
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} else
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return -1;
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}
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public void setPos(char coordinate, int newPos) {
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if (coordinate == 'x') {
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}
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}
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public void moveUp() {
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}
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public void moveDown() {
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/*
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public void setDirection(String dir) {
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direction = dir;
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}
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public void moveRight() {
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public String getDirection() {
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return direction;
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}
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public void moveLeft() {
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*/
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public int getHCost(Player player, int mod_x, int mod_y) {
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}
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public int getHCost(Player player) {
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HCost = (int) Math.sqrt(Math.pow(xPos - player.getPos('x', 0), 2) + Math.pow(yPos - player.getPos('y', 0), 2));
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HCost = (int) Math.sqrt(Math.pow((((xPos - 10 )/20) + mod_x) - (( player.getPos('x', 0) - 10)/20), 2) + Math.pow((((yPos - 10 )/20) + mod_y) - ((player.getPos('y', 0) - 10)/20), 2));
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return HCost;
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}
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public int getPos(char coordinate, long dt) { // Hier kommt die zuvor erwähnte delta time ins Spiel
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if (coordinate == 'x') { // Auslesen der 'x' - Koordinate:
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if (left && dt != 0) {
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// xPos -= speed * dt;
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xPos -= 1;
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} else if (right && dt != 0) {
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// xPos += speed * dt;
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xPos += 1;
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}
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return (int) xPos;
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} else if (coordinate == 'y') { // Auslesen der 'y' - Koordinate:
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if (down && dt != 0) {
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// yPos += speed * dt;
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yPos += 1;
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} else if (up && dt != 0) {
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// yPos -= speed * dt;
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yPos -= 1;
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}
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return (int) yPos; //(int)
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} else {
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return -1;
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}
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}
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}
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