diff options
Diffstat (limited to 'src/Ghost.py')
| -rw-r--r-- | src/Ghost.py | 95 |
1 files changed, 91 insertions, 4 deletions
diff --git a/src/Ghost.py b/src/Ghost.py index 33086a1..d4bc683 100644 --- a/src/Ghost.py +++ b/src/Ghost.py @@ -1,7 +1,94 @@ +import pygame +import math +from Direction import DIRECTION +import map as Map + class Ghost(): - def __init__(self): - self.x = None - self.y = None + def __init__(self, color, x, y): + self.x = x + self.y = y + self.color = color + self.last_move = 3 + self.speed = 3 + + def heuristic(self, pacman_pos, next_pos): + return abs(next_pos[0] - pacman_pos[0]) + abs(next_pos[1] - pacman_pos[1]) + + + + + # 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[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) + + + # 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): + return False + + return True + + + def get_next_move(self, pacman_pos, maze): + 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 + + + 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), pacman_pos) + + min_idx = ret.index(min(ret)) + return min_idx + + + + + + + + def move(self, maze, player_pos): + min_idx = self.get_next_move(player_pos, maze) + dx = [1, 0, -1, 0] + dy = [0, 1, 0, -1] + new_dx = dx[min_idx] * self.speed + new_dy = dy[min_idx] * self.speed + self.x += new_dx + self.y += new_dy + self.last_move = min_idx + + def draw(self, screen): + radius = 30 // 2 + pos = (self.x , self.y) + pygame.draw.circle(screen, self.color, pos, radius) - # def heuristic(self): |
