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| author | Moisis <moisis.george@yahoo.com> | 2023-05-09 10:53:08 +0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-05-09 10:53:08 +0300 |
| commit | 1c409760e93ce1641a7d1bcd5cd09a34ff86fe6b (patch) | |
| tree | a1e9497fe359613f29164c589a499f727ef71d5c /src/ghost.py | |
| parent | 1c33c06df4d40e708d526cd00d3b8392d931b7c2 (diff) | |
| parent | 439ae67f933ee85bd425566cabac64815db4096e (diff) | |
| download | Macpan-1c409760e93ce1641a7d1bcd5cd09a34ff86fe6b.tar.xz Macpan-1c409760e93ce1641a7d1bcd5cd09a34ff86fe6b.zip | |
Merge branch 'master' into TryatGUI
Diffstat (limited to 'src/ghost.py')
| -rw-r--r-- | src/ghost.py | 120 |
1 files changed, 98 insertions, 22 deletions
diff --git a/src/ghost.py b/src/ghost.py index e810bfe..8568ff4 100644 --- a/src/ghost.py +++ b/src/ghost.py @@ -1,23 +1,33 @@ import pygame +import time +import random import math from util import get_sprites +from timer import Timer from settings import settings +from mode import MODE +from direction import DIRECTION import map as Map -dx = [1, 0, -1, 0] # right, down, left, up +dx = [1, 0, -1, 0] # right, down, left, up dy = [0, 1, 0, -1] inv_dir = [2, 3, 0, 1] sprite_sheet = [2, 0, 3, 1] + class Ghost(): - def __init__(self,sprite_sheet, color, x, y): + def __init__(self, sprite_sheet, color, x, y): self.x = x self.y = y + self.sprite_sheet = sprite_sheet + self.name = "blinky" self.sprite = get_sprites(sprite_sheet) self.color = color - self.last_move = 3 # this represents the direction based on the dx, dy arrays + self.last_move = 3 # this represents the direction based on the dx, dy arrays self.speed = 3 + self.timer = None + self.mode = MODE.SCATTERED def in_bounds(self, pos): (x, y) = pos @@ -26,67 +36,133 @@ class Ghost(): def heuristic(self, next_pos, tx, ty): return abs(next_pos[0] - tx) + abs(next_pos[1] - ty) - # checks if the current position of pacman is either a dot, big dot or free def is_valid(self, maze, x, y): - if x >= 0 and x < 30: + if x >= 0 and x < 30: # Necessary to make portals work is_dot = maze[y][x] == Map.D is_big_dot = maze[y][x] == Map.BD is_free = maze[y][x] == 0 return (is_dot or is_free or is_big_dot) return True + def get_default_tile(self): + return (75, 75) + + def get_intial_tile(self): + return (12 * 30 + 15, 12 * 30 + 15) + + # checks collision with pacman and obstacles returns false if there is + # a collision and true otherwise - # checks collision with pacman and obstacles returns false if there is a collision and true otherwise def check_collision(self, nx, ny, gx, gy, maze): direct_x = [1, 0, -1, 0, 1, 1, -1, -1] direct_y = [0, 1, 0, -1, -1, 1, -1, 1] - for i in range(len(direct_x)): px = nx + direct_x[i] * 14 py = ny + direct_y[i] * 14 x = px // gx y = py // gy - if not self.is_valid(maze, x, y): + if not self.is_valid(maze, x, y): return False return True + def check_pacman_collision(self, game_state): + if game_state.pacman.powerup and abs(game_state.pacman.x - self.x) <= 30 and abs(game_state.pacman.y - self.y) <= 30: + initial_position = self.get_intial_tile() + self.mode = MODE.EATEN + self.timer = Timer(2 * 1000) + time.sleep(1) + game_state.score += 200 + self.x = initial_position[0] + self.y = initial_position[1] + elif not game_state.pacman.powerup and abs(game_state.pacman.x - self.x) <= 30 and abs(game_state.pacman.y - self.y) <= 30: + if abs(game_state.pacman.x - self.x) <= 30 and abs(game_state.pacman.y - self.y) <= 30: + game_state.is_pacman_alive = False + + def get_next_move(self, game_state, screen): - def get_next_move(self, pacman, maze, screen): + default_tile = self.get_default_tile() ret = len(dx) * [math.inf] forbidden = inv_dir[self.last_move] - + + rand_pos = (0, 0) + + if game_state.pacman.powerup and self.mode != MODE.EATEN: + self.mode = MODE.FRIGHETENED + rand_pos = random.randint(0, 900), random.randint(0, 990) + + if game_state.pacman.powerup is False and self.mode == MODE.FRIGHETENED: + self.mode = MODE.CHASING + for i in range(len(dx)): nx = self.x + dx[i] * self.speed ny = self.y + dy[i] * self.speed - if self.check_collision(nx, ny, 30, 30, maze): + if self.check_collision(nx, ny, 30, 30, game_state.map.maze): if i != forbidden: - ret[i] = self.heuristic((nx, ny), pacman.x, pacman.y) + if self.mode == MODE.SCATTERED: + ret[i] = self.heuristic( + (nx, ny), default_tile[0], default_tile[1]) + elif self.mode == MODE.CHASING: + ret[i] = self.heuristic( + (nx, ny), game_state.pacman.x, game_state.pacman.y) + elif self.mode == MODE.FRIGHETENED: + ret[i] = self.heuristic( + (nx, ny), rand_pos[0], rand_pos[1]) + elif self.mode == MODE.EATEN: + pos = self.get_intial_tile() + self.x = pos[0] + self.y = pos[1] + if settings.debug: + pygame.draw.line(screen, self.color, (game_state.pacman.x, game_state.pacman.y), + (self.x, self.y), 1) min_h = min(ret) + + # Favour going up when there is a conflict if min_h == ret[3] and min_h != math.inf: return 3 + # Favour going down than sideways when there is a conflict + if min_h == ret[1] and min_h != math.inf: + return 1 min_idx = ret.index(min_h) return min_idx - - def move(self, maze, pacman, screen, game_over): - if abs(pacman.x - self.x) <= 15 and abs(pacman.y - self.y) <= 15: - game_over[0] = True - min_idx = self.get_next_move(pacman, maze, screen) + def move(self, game_state, screen): + self.check_pacman_collision(game_state) + min_idx = self.get_next_move(game_state, screen) new_dx = dx[min_idx] * self.speed new_dy = dy[min_idx] * self.speed self.x += new_dx self.y += new_dy - self.x %= 900 + self.x %= 900 # The logic of the portal self.last_move = min_idx - def draw(self, screen): + def draw(self, screen, powerup, counter): + if self.timer is not None: + elapsed_time = pygame.time.get_ticks() - self.timer.start + if elapsed_time > self.timer.duration: + self.mode = MODE.CHASING + radius = 30 // 2 - pos = (self.x - radius , self.y - radius) - image = pygame.transform.scale(self.sprite[sprite_sheet[self.last_move]], (40, 40)) - screen.blit(image, pos) + pos = (self.x - radius, self.y - radius) + if powerup: + self.sprite = get_sprites(pygame.image.load( + f'../assets/pacman_{self.color}.png').convert_alpha()) + image = pygame.transform.scale(self.sprite[counter // 5], (35, 35)) + if self.last_move == DIRECTION.UP.value: + screen.blit(pygame.transform.rotate(image, 270), pos) + elif self.last_move == DIRECTION.DOWN.value: + screen.blit(pygame.transform.rotate(image, 90), pos) + elif self.last_move == DIRECTION.RIGHT.value: + screen.blit(pygame.transform.flip(image, True, False), pos) + elif self.last_move == DIRECTION.LEFT.value: + screen.blit(image, pos) + else: + self.sprite = get_sprites(self.sprite_sheet) + image = pygame.transform.scale( + self.sprite[sprite_sheet[self.last_move]], (40, 40)) + screen.blit(image, pos) |
