I'm making a pacman clone in XNA. So far I've drawn the tile map using 2D array, added the pills using another 2D array and made a 2D array that allows movement of pacman.
In the actual game you can press right whilst moving up, and it will wait until you're able to move right and the turn.
I have a system in place that allows a turn only when the spritePosition % 32 = 16. This means the sprite will be centred between the walls.
I need the program to remember the last key pressed or move to the right position before turning, but i cant find a way of doing it. Here is a bit of the code that covers what I'm trying.
public void MovementCheck()
{
presentKey = Keyboard.GetState();
spritePosition = spriteVelocity + spritePosition;
pacManRec = new Rectangle((int)spritePosition.X, (int)spritePosition.Y, pacManTex.Width, pacManTex.Height);
spriteOrigin = new Vector2(pacManRec.Width / 2, pacManRec.Height / 2);
//Press Right
if (presentKey.IsKeyDown(Keys.Right) && pastKey.IsKeyUp(Keys.Right))
{
Right();
}
}
private void Right()
{
direction = "right";
//if the next block in tile map to the right is a 1, and the sprite is centred - allow a turn
if (inputMap[(int)Math.Floor(spritePosition.Y / 32), (int)Math.Floor(spritePosition.X / 32) + 1] == 1 && (spritePosition.Y % 32 == 16))
{
rotation = ((float)Math.PI / 180);
spriteVelocity.X = 0;
spriteVelocity.Y = 0;
spriteVelocity.X = movementSpeed;
}
}
Only the right key is shown, the others are similar but the directions all change and the checks to the tile map are changed accordingly. (+1 on the X here)
ive tried things like
while (spritePosition.Y % 32 != 16)
{ spritePosition = spriteVelocity + spritePosition; }
but that just makes the sprite shoot up the screen, (kinda obviously) :(
and I tried a new Method before the Right() call
bool RightCheck()
{
if ( CONDITIONS MET HERE )
return true
else
{
//dont remember if I used this line, but something similar
spritePosition = spriteVelocity + spritePosition;
RightCheck()
}
return false; //allows program to build
}
Just an causes infinite recursion.
One solution is adding a int counter = 0;
which you update in your gameloop (with counter++;
) every frame/time-step. Set to 0 everytime you make a valid input and save that input.
Outlined code:
public class GameClassWhereUpdateIsDone
{
private enum Directions { None, Up, Down, Left, Right };
private int counter = 0;
private Directions currentDirection; // Current movement-direction
private Directions lastInput; // Last direction from input
public void Update(...)
{
var keyboardState = Keyboard.GetState();
if(keyboardState.IsKeyPressed(Keys.Right))
{
counter = 0;
direction = Directions.Right;
}
if(currentDirection != lastInput && counter < 5) // Allow turning 5 updates ahead.
{
// Player want to turn
if(AllowedToTurn(lastInput)
{
currentDirection = lastInput;
}
}
MoveDirection(currentDirection);
counter++;
}
private bool AllowedToTurn(Directions direction)
{
if(direction == Directions.Right)
{
return RightCheck();
}
}
}
The key idea is to keep track of movement direction and last direciton that was input...
In the original Pac-Man "pre-turning" was actually used, meaning you would start moving diagonally if you turned ahead of a corner according to: http://home.comcast.net/~jpittman2/pacman/pacmandossier.html which is an interesting read.