import pygame import math from Direction import DIRECTION import map as Map class Ghost(): def __init__(self, color, x, y): self.x = x self.y = y self.color = color self.last_move = 3 self.speed = 3 def heuristic(self, pacman_pos, next_pos): return abs(next_pos[0] - pacman_pos[0]) + abs(next_pos[1] - pacman_pos[1]) # 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) # checks collision with pacman and obstacles returns false if there is a collision and true otherwise def check_collision(self, nx, ny, gx, gy, maze): direct_x = [1, 0, -1, 0, 1, 1, -1, -1] direct_y = [0, 1, 0, -1, -1, 1, -1, 1] for i in range(len(direct_x)): px = nx + direct_x[i] * 14 py = ny + direct_y[i] * 14 x = px // gx y = py // gy if not self.is_valid(maze, x, y): return False return True def get_next_move(self, pacman_pos, maze): 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 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), pacman_pos) min_idx = ret.index(min(ret)) return min_idx def move(self, maze, player_pos): min_idx = self.get_next_move(player_pos, maze) dx = [1, 0, -1, 0] dy = [0, 1, 0, -1] new_dx = dx[min_idx] * self.speed new_dy = dy[min_idx] * self.speed self.x += new_dx self.y += new_dy self.last_move = min_idx def draw(self, screen): radius = 30 // 2 pos = (self.x , self.y) pygame.draw.circle(screen, self.color, pos, radius)