From c7c473177086399a8fb97936b4c3c2b67a43fce0 Mon Sep 17 00:00:00 2001 From: omagdy7 Date: Mon, 8 May 2023 13:07:48 +0300 Subject: Finished inky's algorithm and also added an option in settings to disable audio --- src/game.py | 9 ++--- src/inky.py | 102 +++++++++++++++++++++++++++++++++++++------------------- src/player.py | 9 +++-- src/settings.py | 1 + 4 files changed, 78 insertions(+), 43 deletions(-) (limited to 'src') diff --git a/src/game.py b/src/game.py index 5a41f88..c4f5597 100644 --- a/src/game.py +++ b/src/game.py @@ -61,8 +61,9 @@ class Game(): siren_sound = pygame.mixer.Sound('../assets/sfx/siren_1.wav') munch_sound = pygame.mixer.Sound('../assets/sfx/munch_1.wav') - pygame.mixer.music.play() - siren_sound.play(-1) + if settings.sound: + pygame.mixer.music.play() + siren_sound.play(-1) is_game_over = [False] # Main game loop @@ -148,7 +149,7 @@ class Game(): # Move ghosts blinky.move(maze.maze, player, screen, is_game_over, blinky) pinky.move(maze.maze, player, screen, is_game_over, blinky) - # inky.move(maze.maze, player, screen, is_game_over, blinky) + inky.move(maze.maze, player, screen, is_game_over, blinky) clyde.move(maze.maze, player, screen, is_game_over, blinky) # Draw the map on each frame @@ -158,7 +159,7 @@ class Game(): player.draw(screen, counter) blinky.draw(screen) pinky.draw(screen) - # inky.draw(screen) + inky.draw(screen) clyde.draw(screen) # Update the screen diff --git a/src/inky.py b/src/inky.py index e1c44b0..86ac156 100644 --- a/src/inky.py +++ b/src/inky.py @@ -10,37 +10,71 @@ class Inky(Ghost): def __init__(self, sprite_sheet, x, y): super().__init__(sprite_sheet, "orange", x, y) - # @override - # def get_next_move(self, target, maze, screen, blinky): - # 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_target(target, blinky) - # - # if settings.debug: - # pygame.draw.line(screen, self.color, (new_target), - # (blinky.x, blinky.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, maze): - # ret[i] = self.heuristic( - # (nx, ny), new_target[0], new_target[1]) - # - # min_idx = ret.index(min(ret)) - # return min_idx + 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) + + def get_target(self, inter_tile, blinky): + target = (inter_tile[0] - (blinky.x - inter_tile[0]), + inter_tile[1] - (blinky.y - inter_tile[1])) + return target + + @override + def get_next_move(self, target, maze, screen, blinky): + 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(target) + target = self.get_target(inter_tile, blinky) + + # y = mx + c + + 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, maze): + ret[i] = self.heuristic( + (nx, ny), target[0], target[1]) + + min_idx = ret.index(min(ret)) + return min_idx diff --git a/src/player.py b/src/player.py index 2c4c4f4..903c358 100644 --- a/src/player.py +++ b/src/player.py @@ -1,4 +1,3 @@ -from typing import List from direction import DIRECTION import map as Map from util import get_sprites @@ -14,7 +13,7 @@ class Player(): self.direction = DIRECTION.LEFT # 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, maze, 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 @@ -24,8 +23,8 @@ class Player(): 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 + # 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): direct_x = [1, 0, -1, 0, 1, 1, -1, -1] direct_y = [0, 1, 0, -1, -1, 1, -1, 1] @@ -44,7 +43,7 @@ class Player(): def draw(self, screen, counter): radius = 30 // 2 - pos = (self.x - radius , self.y - radius) + 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) diff --git a/src/settings.py b/src/settings.py index 94eabd8..d1cc93c 100644 --- a/src/settings.py +++ b/src/settings.py @@ -4,6 +4,7 @@ class Settings(): self.height = 990 self.fps = 60 self.debug = True + self.sound = False settings = Settings() -- cgit v1.2.3