// Path: core/src/com/ychstudio/components/PlayerComponent.java
// public class PlayerComponent implements Component {
// 
//     public static final int IDLE = 0;
//     public static final int IDLE_UP = 0;
//     public static final int IDLE_DOWN = 1;
//     public static final int IDLE_LEFT = 2;
//     public static final int IDLE_RIGHT = 3;
// 
//     public static final int MOVE_UP = 4;
//     public static final int MOVE_DOWN = 5;
//     public static final int MOVE_LEFT = 6;
//     public static final int MOVE_RIGHT = 7;
//     public static final int DIE = 8;
// 
//     public PlayerAI ai;
//     public PlayerAgent playerAgent;
// 
//     private final Body body;
// 
//     public int currentState;
// 
//     public int hp;
// 
//     public float invincibleTimer;
// 
//     public PlayerComponent(Body body) {
//         this.body = body;
//         ai = new PlayerAI(body);
//         playerAgent = new PlayerAgent(this);
//         playerAgent.stateMachine.setInitialState(PlayerState.IDLE_RIGHT);
//         currentState = IDLE_RIGHT;
//         hp = 1;
//         invincibleTimer = 0;
//     }
// 
//     public Body getBody() {
//         return body;
//     }
// }
// 
// 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.gdx.ai.fsm.State;
import com.badlogic.gdx.ai.msg.Telegram;
import com.badlogic.gdx.math.Vector2;
import com.ychstudio.components.PlayerComponent;
import com.ychstudio.gamesys.GameManager;
    },
    MOVE_RIGHT() {
        @Override
        public void update(PlayerAgent entity) {
            entity.playerComponent.currentState = PlayerComponent.MOVE_RIGHT;
            if (entity.playerComponent.getBody().getLinearVelocity().x < SPEED_THRESHOLD) {
                entity.stateMachine.changeState(IDLE_RIGHT);
            }

            if (entity.playerComponent.hp <= 0) {
                entity.stateMachine.changeState(DIE);
            }
        }

    },
    IDLE_UP() {
        @Override
        public void update(PlayerAgent entity) {
            entity.playerComponent.currentState = PlayerComponent.IDLE_UP;
            changeStateUponVelocity(entity);

            if (entity.playerComponent.hp <= 0) {
                entity.stateMachine.changeState(DIE);
            }
        }

    },
    IDLE_DOWN() {
        @Override
        public void update(PlayerAgent entity) {
// Path: core/src/com/ychstudio/components/PlayerComponent.java
// public class PlayerComponent implements Component {
// 
//     public static final int IDLE = 0;
//     public static final int IDLE_UP = 0;
//     public static final int IDLE_DOWN = 1;
//     public static final int IDLE_LEFT = 2;
//     public static final int IDLE_RIGHT = 3;
// 
//     public static final int MOVE_UP = 4;
//     public static final int MOVE_DOWN = 5;
//     public static final int MOVE_LEFT = 6;
//     public static final int MOVE_RIGHT = 7;
//     public static final int DIE = 8;
// 
//     public PlayerAI ai;
//     public PlayerAgent playerAgent;
// 
//     private final Body body;
// 
//     public int currentState;
// 
//     public int hp;
// 
//     public float invincibleTimer;
// 
//     public PlayerComponent(Body body) {
//         this.body = body;
//         ai = new PlayerAI(body);
//         playerAgent = new PlayerAgent(this);
//         playerAgent.stateMachine.setInitialState(PlayerState.IDLE_RIGHT);
//         currentState = IDLE_RIGHT;
//         hp = 1;
//         invincibleTimer = 0;
//     }
// 
//     public Body getBody() {
//         return body;
//     }
// }
// 
// 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/ai/fsm/PlayerState.java
import com.badlogic.gdx.ai.fsm.State;
import com.badlogic.gdx.ai.msg.Telegram;
import com.badlogic.gdx.math.Vector2;
import com.ychstudio.components.PlayerComponent;
import com.ychstudio.gamesys.GameManager;

    },
    MOVE_RIGHT() {
        @Override
        public void update(PlayerAgent entity) {
            entity.playerComponent.currentState = PlayerComponent.MOVE_RIGHT;
            if (entity.playerComponent.getBody().getLinearVelocity().x < SPEED_THRESHOLD) {
                entity.stateMachine.changeState(IDLE_RIGHT);
            }

            if (entity.playerComponent.hp <= 0) {
                entity.stateMachine.changeState(DIE);
            }
        }

    },
    IDLE_UP() {
        @Override
        public void update(PlayerAgent entity) {
            entity.playerComponent.currentState = PlayerComponent.IDLE_UP;
            changeStateUponVelocity(entity);

            if (entity.playerComponent.hp <= 0) {
                entity.stateMachine.changeState(DIE);
            }
        }

    },
    IDLE_DOWN() {
        @Override
        public void update(PlayerAgent entity) {
            entity.playerComponent.currentState = PlayerComponent.IDLE_DOWN;