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-rw-r--r--src/ghost.py120
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)