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-rw-r--r--src/inky.py179
1 files changed, 112 insertions, 67 deletions
diff --git a/src/inky.py b/src/inky.py
index 2f886a6..be2e62c 100644
--- a/src/inky.py
+++ b/src/inky.py
@@ -1,73 +1,118 @@
import math
+import random
+from typing_extensions import override
from direction import DIRECTION
+from mode import MODE
+from settings import settings
+import pygame
from ghost import Ghost
+
class Inky(Ghost):
def __init__(self, sprite_sheet, x, y):
- super().__init__(sprite_sheet, "cyan", x, y)
-
-
- # def get_intermediate_tile(self, pacman):
- # if pacman.direction == DIRECTION.UP:
- # new_target = (pacman.x - 30 * 2, pacman.y - 30 * 4)
- # if self.in_bounds(new_target):
- # return new_target
- # else:
- # return (pacman.x, pacman.y)
- # elif pacman.direction == DIRECTION.DOWN:
- # new_target = (pacman.x, pacman.y + 30 * 2)
- # if self.in_bounds(new_target):
- # return new_target
- # else:
- # return (pacman.x, pacman.y)
- # elif pacman.direction == DIRECTION.RIGHT:
- # new_target = (pacman.x + 30 * 2, pacman.y)
- # if self.in_bounds(new_target):
- # return new_target
- # else:
- # return (pacman.x, pacman.y)
- # elif pacman.direction == DIRECTION.LEFT:
- # new_target = (pacman.x - 30 * 2, pacman.y)
- # if self.in_bounds(new_target):
- # return new_target
- # else:
- # return (pacman.x, pacman.y)
- #
- # def get_vector_blinky_it(self, blinky, pacman):
- # it = self.get_intermediate_tile(pacman)
- # return (it[0] - blinky.x, it[1], blinky.y)
- #
- # @override
- # def get_next_move(self, target, maze, screen):
- # 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
- #
- # new_target = self.get_intermediate_tile(target)
- # pygame.draw.circle(screen, self.color, (new_target[0], new_target[1]), 15)
- #
- # 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), new_target[0], new_target[1])
- #
- # min_idx = ret.index(min(ret))
- # return min_idx
- #
- #
- #
- #
+ super().__init__(sprite_sheet, "orange", x, y)
+
+ def get_intermediate_tile(self, pacman):
+ if pacman.direction == DIRECTION.UP:
+ new_target = (pacman.x - 30 * 2, pacman.y - 30 * 2)
+ if self.in_bounds(new_target):
+ return new_target
+ else:
+ return (pacman.x, pacman.y)
+ elif pacman.direction == DIRECTION.DOWN:
+ new_target = (pacman.x, pacman.y + 30 * 2)
+ if self.in_bounds(new_target):
+ return new_target
+ else:
+ return (pacman.x, pacman.y)
+ elif pacman.direction == DIRECTION.RIGHT:
+ new_target = (pacman.x + 30 * 2, pacman.y)
+ if self.in_bounds(new_target):
+ return new_target
+ else:
+ return (pacman.x, pacman.y)
+ elif pacman.direction == DIRECTION.LEFT:
+ new_target = (pacman.x - 30 * 2, pacman.y)
+ if self.in_bounds(new_target):
+ return new_target
+ else:
+ return (pacman.x, pacman.y)
+
+ @override
+ def get_default_tile(self):
+ return (27 * 30 + 15, 2 * 30 + 15)
+
+ @override
+ def get_intial_tile(self):
+ return (13 * 30 + 15, 12 * 30 + 15)
+
+ def get_target(self, inter_tile, blinky):
+ target = (max(inter_tile[0] - (blinky.x - inter_tile[0]) % 900, 0),
+ max(inter_tile[1] - (blinky.y - inter_tile[1]) % 990, 0))
+ return target
+
+ @override
+ def get_next_move(self, game_state, screen):
+ default_tile = self.get_default_tile()
+
+ 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
+
+ inter_tile = self.get_intermediate_tile(game_state.pacman)
+ target = self.get_target(inter_tile, game_state.blinky)
+
+ 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
+
+ if settings.debug:
+ pygame.draw.line(screen, self.color, (target),
+ (self.x, self.y), 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, game_state.map.maze):
+ if self.mode == MODE.SCATTERED:
+ ret[i] = self.heuristic(
+ (nx, ny), default_tile[0], default_tile[1])
+ elif self.mode == MODE.FRIGHETENED:
+ ret[i] = self.heuristic(
+ (nx, ny), rand_pos[0], rand_pos[1])
+ elif self.mode == MODE.CHASING:
+ ret[i] = self.heuristic(
+ (nx, ny), target[0], target[1])
+ elif self.mode == MODE.EATEN:
+ pos = self.get_intial_tile()
+ self.x = pos[0]
+ self.y = pos[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