diff options
Diffstat (limited to 'src/ghost.py')
| -rw-r--r-- | src/ghost.py | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/src/ghost.py b/src/ghost.py index e4b4cf1..fc3adfe 100644 --- a/src/ghost.py +++ b/src/ghost.py @@ -63,7 +63,7 @@ class Ghost(): return True - def get_next_move(self, pacman, maze, screen, blinky): + def get_next_move(self, game_state, screen): default_tile = self.get_default_tile() @@ -73,28 +73,29 @@ class Ghost(): rand_pos = (0, 0) - if pacman.powerup: + if game_state.pacman.powerup: self.mode = MODE.FRIGHETENED rand_pos = random.randint(0, 900), random.randint(0, 990) - if pacman.powerup is False and self.mode == MODE.FRIGHETENED: + 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: 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), pacman.x, pacman.y) + 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]) if settings.debug: - pygame.draw.line(screen, self.color, (pacman.x, pacman.y), + pygame.draw.line(screen, self.color, (game_state.pacman.x, game_state.pacman.y), (self.x, self.y), 1) min_h = min(ret) @@ -108,10 +109,10 @@ class Ghost(): min_idx = ret.index(min_h) return min_idx - def move(self, maze, pacman, screen, is_pacman_alive, blinky): - if abs(pacman.x - self.x) <= 15 and abs(pacman.y - self.y) <= 15: - is_pacman_alive[0] = False - min_idx = self.get_next_move(pacman, maze, screen, blinky) + def move(self, game_state, screen): + if abs(game_state.pacman.x - self.x) <= 15 and abs(game_state.pacman.y - self.y) <= 15: + game_state.is_pacman_alive = False + 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 |
