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Home/ Questions/Q 8901303
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Editorial Team
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Editorial Team
Asked: June 15, 20262026-06-15T01:19:04+00:00 2026-06-15T01:19:04+00:00

Im doing a pacman game. The following code is for ghosts movement and it

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Im doing a pacman game. The following code is for ghosts movement and it works correctly. But I have to include a another check. The problem is that I always ruin the logic.

Current code:

public void moveGhost(Tiles target) {
    if(specialIntersections()){
        direction = direction; //keeps going in the same direction
    }
    else{
        int oppDir;
        if(direction == UP){
            oppDir = DOWN;
    }
    else if(direction == DOWN){
        oppDir = UP;
    }
    else if(direction == LEFT){
        oppDir = RIGHT;
    }
    else{
        oppDir=LEFT;
    }

    double minDist = 10000.0;
    Tiles potentialNext;

    for(int i=0; i<4; i++){
        if(i!=oppDir){
            potentialNext = maze.nextTile(getCurrentPos(), i);
            if(!(potentialNext.wall()) && check(potentialNext)){
                if(calculateDistance(target, potentialNext) < minDist){
                   minDist = calculateDistance(target, potentialNext);
                   futureDirection = i;
                }
            }
        }
    }
}


changeDirection();
timer++;
increment();

x += xinc;
y += yinc;
tunnel();

}

Another check I need to include:

  //if the door is a wall (closed) the object cannot go through it
  if(DoorIsWall()){
if(!(potentialNext.wall()) && !(potentialNext.door())  && check(potentialNext)){ 
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-15T01:19:05+00:00Added an answer on June 15, 2026 at 1:19 am

    I generally write a new method when my conditions start to get unruly:

    if (isTileValid(potentialNext)) {
        // do stuff
    }
    
    
    private boolean isTileValid(TileObject someTile) {
        if (someTile.wall()) {
            return false;
        }
        if (someTile.door()) {
            return false;
        }
        if (! check(someTile)) {
            return false;
        }
        return true;
    }
    
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