// Path: core/src/com/ychstudio/components/GhostComponent.java
// public class GhostComponent implements Component {
// 
//     // state
//     public static final int MOVE_UP = 0;
//     public static final int MOVE_DOWN = 1;
//     public static final int MOVE_LEFT = 2;
//     public static final int MOVE_RIGHT = 3;
//     public static final int ESCAPE = 4;
//     public static final int DIE = 5;
// 
//     public static final float WEAK_TIME = 10f;
//     public float weak_time;
// 
//     public GhostAgent ghostAgent;
// 
//     private final Body body;
// 
//     public int currentState;
// 
//     public boolean weaken;
//     public int hp;
// 
//     public GhostComponent(Body body) {
//         this.body = body;
//         ghostAgent = new GhostAgent(this);
//         ghostAgent.stateMachine.setInitialState(GhostState.MOVE_UP);
//         currentState = MOVE_UP;
//         weaken = false;
//         hp = 1;
//     }
// 
//     public Body getBody() {
//         return body;
//     }
// 
//     public void respawn() {
//         hp = 1;
//         weaken = false;
//     }
// }
// 
// Path: core/src/com/ychstudio/components/StateComponent.java
// public class StateComponent implements Component {
//     private float stateTime;
//     private int state;
//     
//     public StateComponent() {
//         this(0);
//     }
//     
//     public StateComponent(int state) {
//         this.state = state;
//         stateTime = 0;
//     }
//     
//     public void increaseStateTime(float delta) {
//         stateTime += delta;
//     }
//     
//     public float getStateTime() {
//         return stateTime;
//     }
//     
//     public void resetStateTime() {
//         stateTime = 0;
//     }
//     
//     public int getState() {
//         return state;
//     }
//     
//     public void setState(int newState) {
//         if (state == newState) {
//             return;
//         }
//         state = newState;
//         stateTime = 0;
//     }
// }
// 
// Path: core/src/com/ychstudio/gamesys/GameManager.java
// public class GameManager implements Disposable {
// 
//     public static final GameManager instance = new GameManager();
// 
//     public static final float PPM = 16f;
// 
//     public static final short NOTHING_BIT = 0;
//     public static final short WALL_BIT = 1;
//     public static final short PLAYER_BIT = 1 << 1;
//     public static final short PILL_BIT = 1 << 2;
//     public static final short GHOST_BIT = 1 << 3;
//     public static final short GATE_BIT = 1 << 4;
//     public static final short LIGHT_BIT = 1 << 5;
// 
//     public AssetManager assetManager;
// 
//     public Vector2 playerSpawnPos;
//     public Vector2 ghostSpawnPos;
// 
//     public int totalPills = 0;
// 
//     public int highScore = 0;
//     public int score = 0;
// 
//     public int displayScore = 0;
//     public int displayHighScore = 0;
// 
//     public int playerLives = 4;
//     public boolean playerIsInvincible = true;
// 
//     public boolean bigPillEaten = false;
//     public boolean playerIsAlive = true;
//     private boolean gameOver = false;
// 
//     public AStartPathFinding pathfinder;
// 
//     public Location<Vector2> playerLocation;
// 
//     private GameManager() {
//         assetManager = new AssetManager();
//         assetManager.load("images/actors.pack", TextureAtlas.class);
//         assetManager.load("sounds/pill.ogg", Sound.class);
//         assetManager.load("sounds/big_pill.ogg", Sound.class);
//         assetManager.load("sounds/ghost_die.ogg", Sound.class);
//         assetManager.load("sounds/pacman_die.ogg", Sound.class);
//         assetManager.load("sounds/clear.ogg", Sound.class);
// 
//         assetManager.finishLoading();
// 
//         playerSpawnPos = new Vector2();
//         ghostSpawnPos = new Vector2();
//     }
// 
//     public void decreasePlayerLives() {
//         playerLives--;
//     }
// 
//     public void resetPlayerLives() {
//         playerLives = 3;
//     }
// 
//     public void makeGameOver() {
//         gameOver = true;
//     }
// 
//     public boolean isGameOver() {
//         return gameOver;
//     }
// 
//     public void resetGame(boolean restart) {
//         if (restart) {
//             score = 0;
//             displayScore = 0;
//             resetPlayerLives();
//         }
//         totalPills = 0;
//         playerIsAlive = true;
//         bigPillEaten = false;
//         gameOver = false;
//     }
// 
//     public void addScore(int score) {
//         this.score += score;
//         if (this.score > highScore) {
//             highScore = this.score;
//         }
//     }
// 
//     @Override
//     public void dispose() {
//         assetManager.dispose();
//     }
// }


import com.badlogic.ashley.core.ComponentMapper;
import com.badlogic.ashley.core.Entity;
import com.badlogic.ashley.core.Family;
import com.badlogic.ashley.systems.IteratingSystem;
import com.ychstudio.components.GhostComponent;
import com.ychstudio.components.StateComponent;
import com.ychstudio.gamesys.GameManager;
package com.ychstudio.systems;


public class GhostSystem extends IteratingSystem {

    private final ComponentMapper<GhostComponent> ghostM = ComponentMapper.getFor(GhostComponent.class);
// Path: core/src/com/ychstudio/components/GhostComponent.java
// public class GhostComponent implements Component {
// 
//     // state
//     public static final int MOVE_UP = 0;
//     public static final int MOVE_DOWN = 1;
//     public static final int MOVE_LEFT = 2;
//     public static final int MOVE_RIGHT = 3;
//     public static final int ESCAPE = 4;
//     public static final int DIE = 5;
// 
//     public static final float WEAK_TIME = 10f;
//     public float weak_time;
// 
//     public GhostAgent ghostAgent;
// 
//     private final Body body;
// 
//     public int currentState;
// 
//     public boolean weaken;
//     public int hp;
// 
//     public GhostComponent(Body body) {
//         this.body = body;
//         ghostAgent = new GhostAgent(this);
//         ghostAgent.stateMachine.setInitialState(GhostState.MOVE_UP);
//         currentState = MOVE_UP;
//         weaken = false;
//         hp = 1;
//     }
// 
//     public Body getBody() {
//         return body;
//     }
// 
//     public void respawn() {
//         hp = 1;
//         weaken = false;
//     }
// }
// 
// Path: core/src/com/ychstudio/components/StateComponent.java
// public class StateComponent implements Component {
//     private float stateTime;
//     private int state;
//     
//     public StateComponent() {
//         this(0);
//     }
//     
//     public StateComponent(int state) {
//         this.state = state;
//         stateTime = 0;
//     }
//     
//     public void increaseStateTime(float delta) {
//         stateTime += delta;
//     }
//     
//     public float getStateTime() {
//         return stateTime;
//     }
//     
//     public void resetStateTime() {
//         stateTime = 0;
//     }
//     
//     public int getState() {
//         return state;
//     }
//     
//     public void setState(int newState) {
//         if (state == newState) {
//             return;
//         }
//         state = newState;
//         stateTime = 0;
//     }
// }
// 
// Path: core/src/com/ychstudio/gamesys/GameManager.java
// public class GameManager implements Disposable {
// 
//     public static final GameManager instance = new GameManager();
// 
//     public static final float PPM = 16f;
// 
//     public static final short NOTHING_BIT = 0;
//     public static final short WALL_BIT = 1;
//     public static final short PLAYER_BIT = 1 << 1;
//     public static final short PILL_BIT = 1 << 2;
//     public static final short GHOST_BIT = 1 << 3;
//     public static final short GATE_BIT = 1 << 4;
//     public static final short LIGHT_BIT = 1 << 5;
// 
//     public AssetManager assetManager;
// 
//     public Vector2 playerSpawnPos;
//     public Vector2 ghostSpawnPos;
// 
//     public int totalPills = 0;
// 
//     public int highScore = 0;
//     public int score = 0;
// 
//     public int displayScore = 0;
//     public int displayHighScore = 0;
// 
//     public int playerLives = 4;
//     public boolean playerIsInvincible = true;
// 
//     public boolean bigPillEaten = false;
//     public boolean playerIsAlive = true;
//     private boolean gameOver = false;
// 
//     public AStartPathFinding pathfinder;
// 
//     public Location<Vector2> playerLocation;
// 
//     private GameManager() {
//         assetManager = new AssetManager();
//         assetManager.load("images/actors.pack", TextureAtlas.class);
//         assetManager.load("sounds/pill.ogg", Sound.class);
//         assetManager.load("sounds/big_pill.ogg", Sound.class);
//         assetManager.load("sounds/ghost_die.ogg", Sound.class);
//         assetManager.load("sounds/pacman_die.ogg", Sound.class);
//         assetManager.load("sounds/clear.ogg", Sound.class);
// 
//         assetManager.finishLoading();
// 
//         playerSpawnPos = new Vector2();
//         ghostSpawnPos = new Vector2();
//     }
// 
//     public void decreasePlayerLives() {
//         playerLives--;
//     }
// 
//     public void resetPlayerLives() {
//         playerLives = 3;
//     }
// 
//     public void makeGameOver() {
//         gameOver = true;
//     }
// 
//     public boolean isGameOver() {
//         return gameOver;
//     }
// 
//     public void resetGame(boolean restart) {
//         if (restart) {
//             score = 0;
//             displayScore = 0;
//             resetPlayerLives();
//         }
//         totalPills = 0;
//         playerIsAlive = true;
//         bigPillEaten = false;
//         gameOver = false;
//     }
// 
//     public void addScore(int score) {
//         this.score += score;
//         if (this.score > highScore) {
//             highScore = this.score;
//         }
//     }
// 
//     @Override
//     public void dispose() {
//         assetManager.dispose();
//     }
// }


// Path: core/src/com/ychstudio/systems/GhostSystem.java
import com.badlogic.ashley.core.ComponentMapper;
import com.badlogic.ashley.core.Entity;
import com.badlogic.ashley.core.Family;
import com.badlogic.ashley.systems.IteratingSystem;
import com.ychstudio.components.GhostComponent;
import com.ychstudio.components.StateComponent;
import com.ychstudio.gamesys.GameManager;

package com.ychstudio.systems;


public class GhostSystem extends IteratingSystem {

    private final ComponentMapper<GhostComponent> ghostM = ComponentMapper.getFor(GhostComponent.class);
    private final ComponentMapper<StateComponent> stateM = ComponentMapper.getFor(StateComponent.class);