From 7194ca65ae23d96960fe7edb619efb100db0a49c Mon Sep 17 00:00:00 2001 From: omagdy7 Date: Thu, 20 Apr 2023 19:58:39 +0200 Subject: Added the abillity to portals and also made the ghots favour going up when there is a conflict --- src/ghost.py | 42 ++++++++++++++++++++++++++---------------- 1 file changed, 26 insertions(+), 16 deletions(-) (limited to 'src/ghost.py') diff --git a/src/ghost.py b/src/ghost.py index 98b7deb..e810bfe 100644 --- a/src/ghost.py +++ b/src/ghost.py @@ -1,9 +1,10 @@ +import pygame import math from util import get_sprites from settings import settings import map as Map -dx = [1, 0, -1, 0] +dx = [1, 0, -1, 0] # right, down, left, up dy = [0, 1, 0, -1] inv_dir = [2, 3, 0, 1] @@ -15,7 +16,7 @@ class Ghost(): self.y = y self.sprite = get_sprites(sprite_sheet) self.color = color - self.last_move = 3 + self.last_move = 3 # this represents the direction based on the dx, dy arrays self.speed = 3 def in_bounds(self, pos): @@ -28,10 +29,12 @@ class Ghost(): # checks if the current position of pacman is either a dot, big dot or free def is_valid(self, maze, x, y): - 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) + if x >= 0 and x < 30: + 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 # checks collision with pacman and obstacles returns false if there is a collision and true otherwise @@ -45,38 +48,45 @@ class Ghost(): py = ny + direct_y[i] * 14 x = px // gx y = py // gy - if not self.in_bounds((px, py)) or not self.is_valid(maze, x, y): + if not self.is_valid(maze, x, y): return False return True - def get_next_move(self, pacman, maze): + def get_next_move(self, pacman, maze, screen): ret = len(dx) * [math.inf] forbidden = inv_dir[self.last_move] 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): + nx = self.x + dx[i] * self.speed + ny = self.y + dy[i] * self.speed + if self.check_collision(nx, ny, 30, 30, maze): + if i != forbidden: ret[i] = self.heuristic((nx, ny), pacman.x, pacman.y) - min_idx = ret.index(min(ret)) + min_h = min(ret) + if min_h == ret[3] and min_h != math.inf: + return 3 + min_idx = ret.index(min_h) return min_idx - def move(self, maze, pacman): - min_idx = self.get_next_move(pacman, maze) + 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) 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.last_move = min_idx def draw(self, screen): radius = 30 // 2 pos = (self.x - radius , self.y - radius) - screen.blit(self.sprite[sprite_sheet[self.last_move]], pos) + image = pygame.transform.scale(self.sprite[sprite_sheet[self.last_move]], (40, 40)) + screen.blit(image, pos) -- cgit v1.2.3