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-rw-r--r--src/player.py62
1 files changed, 43 insertions, 19 deletions
diff --git a/src/player.py b/src/player.py
index 2c4c4f4..92c4a84 100644
--- a/src/player.py
+++ b/src/player.py
@@ -1,5 +1,5 @@
-from typing import List
from direction import DIRECTION
+from timer import Timer
import map as Map
from util import get_sprites
import pygame
@@ -9,24 +9,34 @@ class Player():
def __init__(self, sprite_sheet):
self.x = 30 * 17 - 15
self.y = 30 * 25 - 15
+ self.sprite_sheet = sprite_sheet
self.sprite = get_sprites(sprite_sheet)
self.speed = 6
self.direction = DIRECTION.LEFT
+ self.powerup = False
+ self.timer = None
# checks if the current position of pacman is either a dot, big dot or free
- def is_valid(self,maze, x, y):
+ def is_valid(self, game_state, x, y):
if x >= 0 and x < 30:
- is_dot = maze.maze[y][x] == Map.D
- is_big_dot = maze.maze[y][x] == Map.BD
- is_free = maze.maze[y][x] == 0
+ is_dot = game_state.map.maze[y][x] == Map.D
+ is_big_dot = game_state.map.maze[y][x] == Map.BD
+ is_free = game_state.map.maze[y][x] == 0
if is_dot or is_big_dot:
- maze.maze[y][x] = 0
+ game_state.map.maze[y][x] = 0
+ game_state.food += 1
+ if is_dot:
+ game_state.score += 10
+ if is_big_dot:
+ self.powerup = True
+ self.timer = Timer(5 * 1000)
+ game_state.score += 50
return (is_dot or is_free or is_big_dot)
return True
-
- # checks collision with pacman and obstacles returns false if there is a collision and true otherwise
- def check_collision(self, maze, dx, dy, tile_width, tile_height):
+ # checks collision with pacman and obstacles returns false
+ # if there is a collision and true otherwise
+ def check_collision(self, game_state, dx, dy, tile_width, tile_height):
direct_x = [1, 0, -1, 0, 1, 1, -1, -1]
direct_y = [0, 1, 0, -1, -1, 1, -1, 1]
@@ -37,20 +47,34 @@ class Player():
ny = (self.y + ddy) + direct_y[i] * 14
x = nx // tile_width
y = ny // tile_height
- if not self.is_valid(maze, x, y):
+ if not self.is_valid(game_state, x, y):
return False
return True
def draw(self, screen, counter):
+ if self.timer is not None:
+ elapsed_time = pygame.time.get_ticks() - self.timer.start
+ if elapsed_time > self.timer.duration:
+ self.powerup = False
+
radius = 30 // 2
- pos = (self.x - radius , self.y - radius)
- image = pygame.transform.scale(self.sprite[counter // 5], (35, 35))
- if self.direction == DIRECTION.UP:
- screen.blit(pygame.transform.rotate(image, 270), pos)
- elif self.direction == DIRECTION.DOWN:
- screen.blit(pygame.transform.rotate(image, 90), pos)
- elif self.direction == DIRECTION.RIGHT:
- screen.blit(pygame.transform.flip(image, True, False), pos)
- elif self.direction == DIRECTION.LEFT:
+ pos = (self.x - radius, self.y - radius)
+ sprite_sheet = [2, 0, 3, 1]
+ if self.powerup:
+ self.sprite = get_sprites(pygame.image.load(
+ '../assets/pacman_as_ghost.png').convert_alpha())
+ image = pygame.transform.scale(
+ self.sprite[sprite_sheet[self.direction.value]], (40, 40))
screen.blit(image, pos)
+ else:
+ self.sprite = get_sprites(self.sprite_sheet)
+ image = pygame.transform.scale(self.sprite[counter // 5], (35, 35))
+ if self.direction == DIRECTION.UP:
+ screen.blit(pygame.transform.rotate(image, 270), pos)
+ elif self.direction == DIRECTION.DOWN:
+ screen.blit(pygame.transform.rotate(image, 90), pos)
+ elif self.direction == DIRECTION.RIGHT:
+ screen.blit(pygame.transform.flip(image, True, False), pos)
+ elif self.direction == DIRECTION.LEFT:
+ screen.blit(image, pos)