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authoromagdy7 <omar.professional8777@gmail.com>2023-05-07 11:32:10 +0300
committeromagdy7 <omar.professional8777@gmail.com>2023-05-07 11:32:10 +0300
commit7f501d21772d96756a851421690db08387df3c26 (patch)
tree39880a4410ab5defc74f0f27a8a6a9e1e5caa5fd /src/ghost.py
parent7194ca65ae23d96960fe7edb619efb100db0a49c (diff)
downloadMacpan-7f501d21772d96756a851421690db08387df3c26.tar.xz
Macpan-7f501d21772d96756a851421690db08387df3c26.zip
Finished clyde algorithm and added a debug mode to run the program
Diffstat (limited to 'src/ghost.py')
-rw-r--r--src/ghost.py37
1 files changed, 20 insertions, 17 deletions
diff --git a/src/ghost.py b/src/ghost.py
index e810bfe..301645b 100644
--- a/src/ghost.py
+++ b/src/ghost.py
@@ -4,19 +4,20 @@ from util import get_sprites
from settings import settings
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 = 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
def in_bounds(self, pos):
@@ -26,67 +27,69 @@ 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
-
# 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 get_next_move(self, pacman, maze, screen):
+ def get_next_move(self, pacman, maze, screen, blinky):
ret = len(dx) * [math.inf]
forbidden = inv_dir[self.last_move]
-
+
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 i != forbidden:
ret[i] = self.heuristic((nx, ny), pacman.x, pacman.y)
+ if settings.debug:
+ pygame.draw.line(screen, self.color, (pacman.x, 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
min_idx = ret.index(min_h)
return min_idx
-
- def move(self, maze, pacman, screen, game_over):
+ def move(self, maze, pacman, screen, game_over, blinky):
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)
+ min_idx = self.get_next_move(pacman, maze, screen, blinky)
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):
radius = 30 // 2
- pos = (self.x - radius , self.y - radius)
- image = pygame.transform.scale(self.sprite[sprite_sheet[self.last_move]], (40, 40))
+ pos = (self.x - radius, self.y - radius)
+ image = pygame.transform.scale(
+ self.sprite[sprite_sheet[self.last_move]], (40, 40))
screen.blit(image, pos)