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| author | omagdy7 <omar.professional8777@gmail.com> | 2023-04-20 19:58:39 +0200 |
|---|---|---|
| committer | omagdy7 <omar.professional8777@gmail.com> | 2023-04-20 19:58:39 +0200 |
| commit | 7194ca65ae23d96960fe7edb619efb100db0a49c (patch) | |
| tree | f73643e5b17f4520fcea83cf0bdaa0bd35918772 /src/inky.py | |
| parent | 68f17e149ad49e63b05bb53ced64c74f4a372c4f (diff) | |
| download | Macpan-7194ca65ae23d96960fe7edb619efb100db0a49c.tar.xz Macpan-7194ca65ae23d96960fe7edb619efb100db0a49c.zip | |
Added the abillity to portals and also made the ghots favour going up when there is a conflict
Diffstat (limited to 'src/inky.py')
| -rw-r--r-- | src/inky.py | 70 |
1 files changed, 67 insertions, 3 deletions
diff --git a/src/inky.py b/src/inky.py index 95eb80b..2f886a6 100644 --- a/src/inky.py +++ b/src/inky.py @@ -1,9 +1,73 @@ +import math +from direction import DIRECTION from ghost import Ghost class Inky(Ghost): def __init__(self, sprite_sheet, x, y): - super().__init__(sprite_sheet, "red", x, y) - - + super().__init__(sprite_sheet, "cyan", x, y) + # def get_intermediate_tile(self, pacman): + # if pacman.direction == DIRECTION.UP: + # new_target = (pacman.x - 30 * 2, pacman.y - 30 * 4) + # if self.in_bounds(new_target): + # return new_target + # else: + # return (pacman.x, pacman.y) + # elif pacman.direction == DIRECTION.DOWN: + # new_target = (pacman.x, pacman.y + 30 * 2) + # if self.in_bounds(new_target): + # return new_target + # else: + # return (pacman.x, pacman.y) + # elif pacman.direction == DIRECTION.RIGHT: + # new_target = (pacman.x + 30 * 2, pacman.y) + # if self.in_bounds(new_target): + # return new_target + # else: + # return (pacman.x, pacman.y) + # elif pacman.direction == DIRECTION.LEFT: + # new_target = (pacman.x - 30 * 2, pacman.y) + # if self.in_bounds(new_target): + # return new_target + # else: + # return (pacman.x, pacman.y) + # + # def get_vector_blinky_it(self, blinky, pacman): + # it = self.get_intermediate_tile(pacman) + # return (it[0] - blinky.x, it[1], blinky.y) + # + # @override + # def get_next_move(self, target, maze, screen): + # dx = [1, 0, -1, 0] + # dy = [0, 1, 0, -1] + # + # ret = len(dx) * [math.inf] + # + # forbidden = 0 + # + # if self.last_move == 0: + # forbidden = 2 + # if self.last_move == 1: + # forbidden = 3 + # if self.last_move == 2: + # forbidden = 0 + # if self.last_move == 3: + # forbidden = 1 + # + # new_target = self.get_intermediate_tile(target) + # pygame.draw.circle(screen, self.color, (new_target[0], new_target[1]), 15) + # + # for i in range(len(dx)): + # if i != forbidden: + # nx = self.x + dx[i] * self.speed + # ny = self.y + dy[i] * self.speed + # if self.check_collision(nx, ny, 30, 30, maze): + # ret[i] = self.heuristic((nx, ny), new_target[0], new_target[1]) + # + # min_idx = ret.index(min(ret)) + # return min_idx + # + # + # + # |
