diff options
Diffstat (limited to 'src/ghost.py')
| -rw-r--r-- | src/ghost.py | 49 |
1 files changed, 38 insertions, 11 deletions
diff --git a/src/ghost.py b/src/ghost.py index e4b4cf1..8568ff4 100644 --- a/src/ghost.py +++ b/src/ghost.py @@ -1,7 +1,9 @@ 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 @@ -24,6 +26,7 @@ class Ghost(): self.color = color 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): @@ -34,7 +37,6 @@ class Ghost(): 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: # Necessary to make portals work is_dot = maze[y][x] == Map.D @@ -46,6 +48,9 @@ class Ghost(): 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 @@ -63,7 +68,20 @@ class Ghost(): return True - def get_next_move(self, pacman, maze, screen, blinky): + 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): default_tile = self.get_default_tile() @@ -73,28 +91,33 @@ class Ghost(): rand_pos = (0, 0) - if pacman.powerup: + 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 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]) + 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, (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 +131,9 @@ 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): + 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 @@ -120,6 +142,11 @@ class Ghost(): self.last_move = min_idx 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) if powerup: |
