I'm hoping someone can help me. I am new to Java and have this project for school where we are building a "Pacman" game using Karel Robot. I almost have everything working but I am getting funny results with my keyboard handler which allows the user to change the direction of the Pacman. The game is setup so Pacman will continually move in the direction he is facing until it comes to a wall or until the user presses the UP, DOWN, LEFT or RIGHT keys. The problem I think I am having is that when a key is pressed, depending on which direction Pacman is facing, I may need to execute multiple "turns". Karel only has a turnLeft method so the turnRight method consists of 3 turn lefts while the turnAround method consists of 2 turnLefts.
I'm not sure what is happening. For example, the Pacman starts out moving "West" and comes to a wall. I hit the UP arrow key to go North and the Pacman actually turns South, East and then North. The problem is it doesn't always happen this way.
Here is the code that I am using. Can someone please help or give me suggestions for finding and fixing the problem. It is already 1:00 am and the project is due at 8:00 am.
import kareltherobot.*;import java.awt.KeyboardFocusManager;import java.awt.event.KeyEvent;import java.awt.KeyEventDispatcher;import javax.swing.KeyStroke;import java.awt.Color;public class Pacman extends Superbot{ public static int currentpacmanAve; public static int currentpacmanSt; public static Directions.Direction currentpacmanDirection; public static boolean pacmanDied=false; public static boolean superpacman=false; public static int superpacmanCounter=0; private int tempA; private int tempS; private Directions.Direction tempD; public Pacman(int s, int a,Direction direction,int b) { super( s, a, direction, b); currentpacmanAve = a; currentpacmanSt = s; currentpacmanDirection = direction; World.setupThread(this); } public void startPacman() { // Setup Keyboard Focus Manager KeyboardFocusManager focusManager = KeyboardFocusManager.getCurrentKeyboardFocusManager(); focusManager.addKeyEventDispatcher( new KeyEventDispatcher() { @Override public boolean dispatchKeyEvent(KeyEvent e) { String key = KeyStroke.getKeyStrokeForEvent(e).toString(); if (key.equals("pressed C")) //changes world color { PacmanWorld.changeLayoutColor(); } if(key.equals("pressed A")||key.equals("pressed LEFT")) //moves pacman west { if(!facingWest()) { if(facingEast()) { turnAround(); } else { if(facingSouth()) { turnRight(); } else { turnLeft(); } } } } if(key.equals("pressed W")||key.equals("pressed UP")) //moves pacman north { if(!facingNorth()) { if(facingSouth()) { turnAround(); } else { if(facingWest()) { turnRight(); } else { turnLeft(); } } } } if(key.equals("pressed S")||key.equals("pressed DOWN")) //moves pacman south { if(!facingSouth()) { if(facingNorth()) { turnAround(); } else { if(facingWest()) { turnLeft(); } else { turnRight(); } } } } if(key.equals("pressed D")||key.equals("pressed RIGHT")) //moves pacman east { if(!facingEast()) { if(facingWest()) { turnAround(); } else { if(facingNorth()) { turnRight(); } else { turnLeft(); } } } } if(key.equals("pressed K")) //pacman dies(test only) { Pacman.pacmanDied=true; } return false; } }); int superpacmanCounter=0; int beeperCounter=0; pacmanDied = false; while(!pacmanDied) { if(nextToABeeper()) { pickBeeper(); beeperCounter++; PacmanWorld.score+=10; } if(nextToABeeper()) { pickBeeper(); superpacman=true; beeperCounter++; PacmanWorld.score-=10; } if(beeperCounter==PacmanWorld.totalBeepers) { PacmanWorld.worldbuilder(); } if(frontIsClear()) { move(); TrackPacmanPosition(); CheckIfInWarp(); if(superpacman==true) { superpacmanCounter++; if(superpacmanCounter > 20) { superpacman=false; superpacmanCounter=0; } } System.out.printf("score=%d\n", PacmanWorld.score); } } setVisible(false); System.out.println("Pacman Died"); } private void TrackPacmanPosition() { if(facingWest()) { currentpacmanAve--; } if(facingEast()) { currentpacmanAve++; } if(facingNorth()) { currentpacmanSt++; } if(facingSouth()) { currentpacmanSt--; } System.out.printf("Pacman current position: Street=%d Avenue=%d\n", currentpacmanSt, currentpacmanAve); } private void CheckIfInWarp() { if ((currentpacmanAve == PacmanWorld.warp1Avenue && currentpacmanSt == PacmanWorld.warp1Street) || (currentpacmanAve == PacmanWorld.warp2Avenue && currentpacmanSt == PacmanWorld.warp2Street) ) { //setVisible(false); tempA = currentpacmanAve; tempS = currentpacmanSt; tempD = currentpacmanDirection; // Find boundary to go to opposite side of maze MoveToBoundary(); MoveToBoundary(); MoveToBoundary(); if (tempD == Directions.East || tempD == Directions.West) { // Move to Street where warp begins while (tempS < currentpacmanSt) { move(); tempS++; } // Turn back into warp to return to maze if (tempD == Directions.West) { turnLeft(); currentpacmanAve = PacmanWorld.maxAvenues; } else { turnRight(); currentpacmanAve = 1; } } else { // Move to Avenue where warp begins while (tempA < currentpacmanAve) { move(); tempA++; } // Turn back into warp to return to maze if (tempD == Directions.North) { turnLeft(); currentpacmanSt = 1; } else { turnRight(); currentpacmanSt = PacmanWorld.maxStreets; } } setVisible(true); } } private void MoveToBoundary() { while (frontIsClear()) { move(); } if (tempD == Directions.West || tempD == Directions.North) turnLeft(); else if (tempD == Directions.East || tempD == Directions.South) turnRight(); } private boolean NoWallsAroundPacman() { if (!frontIsClear()) return false; turnLeft(); if (!frontIsClear()) { turnRight(); return false; } turnLeft(); if (!frontIsClear()) { turnAround(); return false; } turnLeft(); if (!frontIsClear()) { turnLeft(); return false; } return true; }}
It looks like the problem is in the Karel Robot class. I did as you suggested and the only keystrokes were the ones I pressed. However when tracing the Robot's movements, it looked like Karel turned the Robot and moved down an avenue when it should not have.