All Classes and Interfaces
Class
Description
Behaviour
defines the different behaviour which a ghost can be in.Represents a Blinky (red) ghost.
A character is any entity that is able to move and hit.
It implements the
Its target position is directly Pacman's position.
ChaseBehaviour
interface according to an aggressive behaviour.Its target position is directly Pacman's position.
It implements the
Its target position is four steps ahead of Pacman's position in the direction Pacman is facing.
ChaseBehaviour
interface according to an ambush behaviour.Its target position is four steps ahead of Pacman's position in the direction Pacman is facing.
Defines the methods that any character (namely, ghost) must have to chase.
Thanks to this interface, we are using the Strategy design pattern.
Thanks to this interface, we are using the Strategy design pattern.
It implements the
It has two different modes which it constantly switches back and forth between, based on its proximity to Pacman.
ChaseBehaviour
interface according to a coward behaviour.It has two different modes which it constantly switches back and forth between, based on its proximity to Pacman.
It implements the
In order to locate Inky's target position, we first start by selecting the position
ChaseBehaviour
interface according to an aggressive behaviour.In order to locate Inky's target position, we first start by selecting the position
TILES_OFFSET
tiles in front of Pac-Man in his current
direction of travel, similar to Pinky's targeting method.Represents a Clyde (orange) ghost.
Direction that Pacman and ghosts face.
RESPECT The order of the values: RIGHT, DOWN, LEFT, UP.
RESPECT The order of the values: RIGHT, DOWN, LEFT, UP.
Represents a dot in the labyrinth/map.
Represents an energizer in the labyrinth/map.
Represents any item that appears in the game.
Controller class of the game.
Represents an abstract Ghost class which defines a specific
Character
entity.Ghost Simple Factory class.
Defines the methods that any hitable entity must have.
Represents an Inky (bluish) ghost.
Represents a level in the game.
Level Exception class.
In order to know the text of each message, please click on the "Constant Field Values" link that you'll find in the description of each constant.
In order to know the text of each message, please click on the "Constant Field Values" link that you'll find in the description of each constant.
Represents a life in the labyrinth/map.
Abstract class that represents any labyrinth/map item.
Entity Simple Factory class.
Defines the methods that any movable entity must have.
Represents the player object that appears in the game, which is called Pacman.
Represents a path in the labyrinth/map.
Defines the methods that any pickable item must have.
Represents a Pinky ghost.
Stores a 2D position/point/coordinate.
Defines the methods that any scorable entity must have.
Sprite that stores the configuration file symbol and the image's path.
Represents the three state which Pacman can have.
Represents a wall in the labyrinth/map.