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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/player.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/player.py')
| -rw-r--r-- | src/player.py | 25 |
1 files changed, 13 insertions, 12 deletions
diff --git a/src/player.py b/src/player.py index 34dc4a4..2c4c4f4 100644 --- a/src/player.py +++ b/src/player.py @@ -15,13 +15,14 @@ class Player(): # checks if the current position of pacman is either a dot, big dot or free def is_valid(self,maze, x, y): - is_dot = maze.maze[y][x] == Map.D - is_big_dot = maze.maze[y][x] == Map.BD - is_free = maze.maze[y][x] == 0 - if is_dot or is_big_dot: - maze.maze[y][x] = 0 - - return (is_dot or is_free or is_big_dot) + if x >= 0 and x < 30: + is_dot = maze.maze[y][x] == Map.D + is_big_dot = maze.maze[y][x] == Map.BD + is_free = maze.maze[y][x] == 0 + if is_dot or is_big_dot: + maze.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 @@ -44,12 +45,12 @@ class Player(): def draw(self, screen, counter): radius = 30 // 2 pos = (self.x - radius , self.y - radius) - # pygame.draw.circle(screen, 'green', pos, radius) + image = pygame.transform.scale(self.sprite[counter // 5], (35, 35)) if self.direction == DIRECTION.UP: - screen.blit(pygame.transform.rotate(self.sprite[counter // 5], 270), pos) + screen.blit(pygame.transform.rotate(image, 270), pos) elif self.direction == DIRECTION.DOWN: - screen.blit(pygame.transform.rotate(self.sprite[counter // 5], 90), pos) + screen.blit(pygame.transform.rotate(image, 90), pos) elif self.direction == DIRECTION.RIGHT: - screen.blit(pygame.transform.flip(self.sprite[counter // 5], True, False), pos) + screen.blit(pygame.transform.flip(image, True, False), pos) elif self.direction == DIRECTION.LEFT: - screen.blit(self.sprite[counter // 5], pos) + screen.blit(image, pos) |
