From 241e41892a10d3913c63935a8f9e14306e8a73cd Mon Sep 17 00:00:00 2001 From: omagdy7 Date: Mon, 8 May 2023 21:40:21 +0300 Subject: Made a Singeltion class GameState containg the current state of the game --- src/clyde.py | 17 +++---- src/game.py | 135 +++++++++++++++++++++++------------------------------- src/game_state.py | 46 +++++++++++++++++++ src/ghost.py | 21 +++++---- src/inky.py | 12 ++--- src/pinky.py | 10 ++-- 6 files changed, 135 insertions(+), 106 deletions(-) create mode 100644 src/game_state.py (limited to 'src') diff --git a/src/clyde.py b/src/clyde.py index 7dcf54e..e48a439 100644 --- a/src/clyde.py +++ b/src/clyde.py @@ -22,7 +22,7 @@ class Clyde(Ghost): return (27 * 30 + 15, 2 * 30 + 15) @override - def get_next_move(self, pacman, maze, screen, blinky): + def get_next_move(self, game_state, screen): default_tile = self.get_default_tile() dx = [1, 0, -1, 0] # right, down, left, up @@ -31,23 +31,24 @@ class Clyde(Ghost): inv_dir = [2, 3, 0, 1] ret = len(dx) * [math.inf] - bottom_left_corner = (2.5 * 30, (len(maze) - 1 - 1 - 0.5) * 30) + bottom_left_corner = ( + 2.5 * 30, (len(game_state.map.maze) - 1 - 1 - 0.5) * 30) forbidden = inv_dir[self.last_move] 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( @@ -56,7 +57,7 @@ class Clyde(Ghost): ret[i] = self.heuristic( (nx, ny), rand_pos[0], rand_pos[1]) elif self.mode == MODE.CHASING: - if self.is_eight_tiles_away(pacman): + if self.is_eight_tiles_away(game_state.pacman): ret[i] = self.heuristic( (nx, ny), bottom_left_corner[0], bottom_left_corner[1]) if settings.debug: @@ -64,9 +65,9 @@ class Clyde(Ghost): (self.x, self.y), 1) else: ret[i] = self.heuristic( - (nx, ny), pacman.x, pacman.y) + (nx, ny), game_state.pacman.x, game_state.pacman.y) 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) diff --git a/src/game.py b/src/game.py index a904fad..4787c00 100644 --- a/src/game.py +++ b/src/game.py @@ -1,23 +1,16 @@ -from blinky import Blinky -from clyde import Clyde from direction import DIRECTION +from game_state import GameState from mode import MODE -from inky import Inky -from pinky import Pinky -from player import Player from settings import settings -import map as Map +from game_state import WIDTH, HEIGHT, TILE_WIDTH, TILE_HEIGHT import pygame -WIDTH = settings.width -HEIGHT = settings.height - class Game(): def __init__(self): self.settings = settings - def show_gameover_screen(self, screen, game_over): + def show_gameover_screen(self, screen, game_state, sprites): font = pygame.font.SysFont(None, 48) # Render the "Game Over" text to a surface @@ -38,14 +31,18 @@ class Game(): if event.type == pygame.KEYDOWN and event.key == pygame.K_r: # Reset the game and start again # Add your own code here to reset the game state - game_over[0] = False + self.reset_game(game_state, sprites) + game_state.game_over = False quit_game = True # Set the flag to True to break out of both loops break elif event.type == pygame.QUIT: - game_over[0] = True + game_state.game_over = True quit_game = True # Set the flag to True to break out of both loops break + def reset_game(self, game_state, sprites): + game_state.reset(sprites) + def run(self): # Initialize Pygame pygame.init() @@ -64,27 +61,14 @@ class Game(): clyde_sprite = pygame.image.load('../assets/clyde.png').convert_alpha() inky_sprite = pygame.image.load('../assets/inky.png').convert_alpha() + sprites = [sprite_sheet, blinky_sprite, + pinky_sprite, clyde_sprite, inky_sprite] + # Set the timer to trigger after 10,000 milliseconds (10 seconds) timer_event = pygame.USEREVENT + 1 pygame.time.set_timer(timer_event, 1000 * 10, 1) - # our beautiful maze - maze = Map.Map() - - # length of the map grid size - TILE_WIDTH = WIDTH // len(maze.maze[0]) - TILE_HEIGHT = HEIGHT // len(maze.maze) - - # Initialize the player and the ghosts - player = Player(sprite_sheet) - blinky = Blinky(blinky_sprite, 12 * TILE_WIDTH + - 15, 12 * TILE_HEIGHT + 15) - pinky = Pinky(pinky_sprite, 11 * TILE_WIDTH + - 15, 12 * TILE_HEIGHT + 15) - inky = Inky(inky_sprite, 13 * TILE_WIDTH + - 15, 12 * TILE_HEIGHT + 15) - clyde = Clyde(clyde_sprite, 14 * TILE_WIDTH + - 15, 12 * TILE_HEIGHT + 15) + game_state = GameState(sprites) # Set the pacman velocity dx = 0 @@ -101,10 +85,9 @@ class Game(): if settings.sound: pygame.mixer.music.play() siren_sound.play(-1) - is_game_over = [False] # Main game loop - while not is_game_over[0]: + while not game_state.game_over: # setting game fps clock.tick(settings.fps) @@ -120,98 +103,96 @@ class Game(): tx = dx ty = dy - is_pacman_alive = [True] - # Handling events for event in pygame.event.get(): if event.type == pygame.QUIT: - is_game_over[0] = True + game_state.game_over = True elif event.type == pygame.KEYDOWN: # Move the circle based on the pressed key if event.key == pygame.K_w: - player.direction = DIRECTION.UP - ty = -player.speed + game_state.pacman.direction = DIRECTION.UP + ty = -game_state.pacman.speed tx = 0 # Necssarry to move only horizontal or vertical elif event.key == pygame.K_s: - player.direction = DIRECTION.DOWN - ty = player.speed + game_state.pacman.direction = DIRECTION.DOWN + ty = game_state.pacman.speed tx = 0 # Necssarry to move only horizontal or vertical elif event.key == pygame.K_a: - player.direction = DIRECTION.LEFT - tx = -player.speed + game_state.pacman.direction = DIRECTION.LEFT + tx = -game_state.pacman.speed ty = 0 # Necssarry to move only horizontal or vertical elif event.key == pygame.K_d: - player.direction = DIRECTION.RIGHT - tx = player.speed + game_state.pacman.direction = DIRECTION.RIGHT + tx = game_state.pacman.speed ty = 0 # Necssarry to move only horizontal or vertical # Check for the timer event if event.type == timer_event: - pinky.mode = MODE.CHASING - inky.mode = MODE.CHASING - blinky.mode = MODE.CHASING - clyde.mode = MODE.CHASING + game_state.pinky.mode = MODE.CHASING + game_state.inky.mode = MODE.CHASING + game_state.blinky.mode = MODE.CHASING + game_state.clyde.mode = MODE.CHASING keys = pygame.key.get_pressed() # Simulates holding the key which adds better playability for pacman if keys[pygame.K_w]: - player.direction = DIRECTION.UP - ty = -player.speed + game_state.pacman.direction = DIRECTION.UP + ty = -game_state.pacman.speed tx = 0 elif keys[pygame.K_s]: - player.direction = DIRECTION.DOWN - ty = player.speed + game_state.pacman.direction = DIRECTION.DOWN + ty = game_state.pacman.speed tx = 0 elif keys[pygame.K_a]: - player.direction = DIRECTION.LEFT - tx = -player.speed + game_state.pacman.direction = DIRECTION.LEFT + tx = -game_state.pacman.speed ty = 0 elif keys[pygame.K_d]: - player.direction = DIRECTION.RIGHT - tx = player.speed + game_state.pacman.direction = DIRECTION.RIGHT + tx = game_state.pacman.speed ty = 0 # if tx and ty doesn't lead to colliding change the current # dx and dy to them and other wise # let pacman move in his previous direction - if player.check_collision(maze, tx, ty, TILE_WIDTH, TILE_HEIGHT): + if game_state.pacman.check_collision(game_state.map, tx, ty, TILE_WIDTH, TILE_HEIGHT): dx = tx dy = ty if dx < 0: - player.direction = DIRECTION.LEFT + game_state.pacman.direction = DIRECTION.LEFT elif dx > 0: - player.direction = DIRECTION.RIGHT + game_state.pacman.direction = DIRECTION.RIGHT elif dy < 0: - player.direction = DIRECTION.UP + game_state.pacman.direction = DIRECTION.UP elif dy > 0: - player.direction = DIRECTION.DOWN + game_state.pacman.direction = DIRECTION.DOWN - if player.check_collision(maze, dx, dy, TILE_WIDTH, TILE_HEIGHT): - player.x += dx - player.y += dy - player.x %= 900 + if game_state.pacman.check_collision(game_state.map, dx, dy, TILE_WIDTH, TILE_HEIGHT): + game_state.pacman.x += dx + game_state.pacman.y += dy + game_state.pacman.x %= 900 # Move ghosts - blinky.move(maze.maze, player, screen, is_pacman_alive, blinky) - pinky.move(maze.maze, player, screen, is_pacman_alive, blinky) - inky.move(maze.maze, player, screen, is_pacman_alive, blinky) - clyde.move(maze.maze, player, screen, is_pacman_alive, blinky) + game_state.blinky.move(game_state, screen) + game_state.pinky.move(game_state, screen) + game_state.inky.move(game_state, screen) + game_state.clyde.move(game_state, screen) # Draw the map on each frame - maze.draw_map(screen) + game_state.map.draw_map(screen) - # Draw the player and the ghosts - player.draw(screen, counter) - blinky.draw(screen, player.powerup, counter) - pinky.draw(screen, player.powerup, counter) - inky.draw(screen, player.powerup, counter) - clyde.draw(screen, player.powerup, counter) + # Draw the game_state.pacman and the ghosts + game_state.pacman.draw(screen, counter) + game_state.blinky.draw(screen, game_state.pacman.powerup, counter) + game_state.pinky.draw(screen, game_state.pacman.powerup, counter) + game_state.inky.draw(screen, game_state.pacman.powerup, counter) + game_state.clyde.draw(screen, game_state.pacman.powerup, counter) - if not is_pacman_alive[0]: + if not game_state.is_pacman_alive: self.show_gameover_screen( - screen, is_game_over) - is_pacman_alive[0] = True + screen, game_state, sprites) + game_state.is_pacman_alive = True else: # Update the screen pygame.display.flip() diff --git a/src/game_state.py b/src/game_state.py new file mode 100644 index 0000000..f722873 --- /dev/null +++ b/src/game_state.py @@ -0,0 +1,46 @@ +from blinky import Blinky +from clyde import Clyde +from inky import Inky +from pinky import Pinky +from player import Player +from settings import settings +import map as Map +import pygame + +WIDTH = settings.width +HEIGHT = settings.height +maze = Map.Map() +TILE_WIDTH = WIDTH // len(maze.maze[0]) +TILE_HEIGHT = HEIGHT // len(maze.maze) + + +class GameState(): + def __init__(self, sprites): + self.pacman = Player(sprites[0]) + self.blinky = Blinky(sprites[1], 12 * TILE_WIDTH + + 15, 12 * TILE_HEIGHT + 15) + self.pinky = Pinky(sprites[2], 11 * TILE_WIDTH + + 15, 12 * TILE_HEIGHT + 15) + self.inky = Inky(sprites[3], 13 * TILE_WIDTH + + 15, 12 * TILE_HEIGHT + 15) + self.clyde = Clyde(sprites[4], 14 * TILE_WIDTH + + 15, 12 * TILE_HEIGHT + 15) + self.map = Map.Map() + self.game_over = False + self.is_pacman_alive = True + + def reset(self, sprites): + self.pacman = Player(sprites[0]) + self.blinky = Blinky(sprites[1], 12 * TILE_WIDTH + + 15, 12 * TILE_HEIGHT + 15) + self.pinky = Pinky(sprites[2], 11 * TILE_WIDTH + + 15, 12 * TILE_HEIGHT + 15) + self.inky = Inky(sprites[3], 13 * TILE_WIDTH + + 15, 12 * TILE_HEIGHT + 15) + self.clyde = Clyde(sprites[4], 14 * TILE_WIDTH + + 15, 12 * TILE_HEIGHT + 15) + self.map = Map.Map() + self.game_over = False + self.is_pacman_alive = True + timer_event = pygame.USEREVENT + 1 + pygame.time.set_timer(timer_event, 1000 * 10, 1) 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 diff --git a/src/inky.py b/src/inky.py index 1f5bb8b..840b60b 100644 --- a/src/inky.py +++ b/src/inky.py @@ -48,7 +48,7 @@ class Inky(Ghost): return target @override - def get_next_move(self, pacman, maze, screen, blinky): + def get_next_move(self, game_state, screen): default_tile = self.get_default_tile() dx = [1, 0, -1, 0] @@ -67,16 +67,16 @@ class Inky(Ghost): if self.last_move == 3: forbidden = 1 - inter_tile = self.get_intermediate_tile(pacman) - target = self.get_target(inter_tile, blinky) + inter_tile = self.get_intermediate_tile(game_state.pacman) + target = self.get_target(inter_tile, game_state.blinky) 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 if settings.debug: @@ -87,7 +87,7 @@ class Inky(Ghost): 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): + 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]) diff --git a/src/pinky.py b/src/pinky.py index 29949a7..be9e5dc 100644 --- a/src/pinky.py +++ b/src/pinky.py @@ -43,7 +43,7 @@ class Pinky(Ghost): return (27 * 30 + 15, 30 * 30 + 15) @override - def get_next_move(self, pacman, maze, screen, blinky): + def get_next_move(self, game_state, screen): default_tile = self.get_default_tile() dx = [1, 0, -1, 0] @@ -64,25 +64,25 @@ class Pinky(Ghost): rand_pos = (0, 0) - new_target = self.get_four_tiles_ahead_of_pacman(pacman) + new_target = self.get_four_tiles_ahead_of_pacman(game_state.pacman) if settings.debug: pygame.draw.circle(screen, self.color, (new_target[0], new_target[1]), 15) pygame.draw.circle(screen, self.color, default_tile, 15) - 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)): 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): + 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]) -- cgit v1.2.3