Esempio n. 1
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  /**
   * Run the game with time limit (asynchronous mode). This is how it will be done in the
   * competition. Can be played with and without visual display of game states.
   *
   * @param pacManController The Pac-Man controller
   * @param ghostController The Ghosts controller
   * @param visual Indicates whether or not to use visuals
   */
  public void runGameTimed(
      Controller<MOVE> pacManController,
      Controller<EnumMap<GHOST, MOVE>> ghostController,
      boolean visual) {
    Game game = new Game(0);

    GameView gv = null;

    if (visual) gv = new GameView(game).showGame();

    if (pacManController instanceof HumanController)
      gv.getFrame().addKeyListener(((HumanController) pacManController).getKeyboardInput());

    new Thread(pacManController).start();
    new Thread(ghostController).start();

    while (!game.gameOver()) {
      pacManController.update(game.copy(), System.currentTimeMillis() + DELAY);
      ghostController.update(game.copy(), System.currentTimeMillis() + DELAY);

      try {
        Thread.sleep(DELAY);
      } catch (InterruptedException e) {
        e.printStackTrace();
      }

      game.advanceGame(pacManController.getMove(), ghostController.getMove());

      if (visual) gv.repaint();
    }

    pacManController.terminate();
    ghostController.terminate();
  }
Esempio n. 2
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  /**
   * Run the game in asynchronous mode but proceed as soon as both controllers replied. The time
   * limit still applies so so the game will proceed after 40ms regardless of whether the
   * controllers managed to calculate a turn.
   *
   * @param pacManController The Pac-Man controller
   * @param ghostController The Ghosts controller
   * @param fixedTime Whether or not to wait until 40ms are up even if both controllers already
   *     responded
   * @param visual Indicates whether or not to use visuals
   */
  public void runGameTimedSpeedOptimised(
      Controller<MOVE> pacManController,
      Controller<EnumMap<GHOST, MOVE>> ghostController,
      boolean fixedTime,
      boolean visual) {
    Game game = new Game(0);

    GameView gv = null;

    if (visual) gv = new GameView(game).showGame();

    if (pacManController instanceof HumanController)
      gv.getFrame().addKeyListener(((HumanController) pacManController).getKeyboardInput());

    new Thread(pacManController).start();
    new Thread(ghostController).start();

    while (!game.gameOver()) {
      pacManController.update(game.copy(), System.currentTimeMillis() + DELAY);
      ghostController.update(game.copy(), System.currentTimeMillis() + DELAY);

      try {
        int waited = DELAY / INTERVAL_WAIT;

        for (int j = 0; j < DELAY / INTERVAL_WAIT; j++) {
          Thread.sleep(INTERVAL_WAIT);

          if (pacManController.hasComputed() && ghostController.hasComputed()) {
            waited = j;
            break;
          }
        }

        if (fixedTime) Thread.sleep(((DELAY / INTERVAL_WAIT) - waited) * INTERVAL_WAIT);

        game.advanceGame(pacManController.getMove(), ghostController.getMove());
      } catch (InterruptedException e) {
        e.printStackTrace();
      }

      if (visual) gv.repaint();
    }

    pacManController.terminate();
    ghostController.terminate();
  }
Esempio n. 3
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  /**
   * Replay a previously saved game.
   *
   * @param fileName The file name of the game to be played
   * @param visual Indicates whether or not to use visuals
   */
  public void replayGame(String fileName, boolean visual) {
    ArrayList<String> timeSteps = loadReplay(fileName);

    Game game = new Game(0);

    GameView gv = null;

    if (visual) gv = new GameView(game).showGame();

    for (int j = 0; j < timeSteps.size(); j++) {
      game.setGameState(timeSteps.get(j));

      try {
        Thread.sleep(DELAY);
      } catch (InterruptedException e) {
        e.printStackTrace();
      }
      if (visual) gv.repaint();
    }
  }