import pygame import time import random import math from util import get_sprites from settings import settings from mode import MODE from direction import DIRECTION import map as Map dx = [1, 0, -1, 0] # right, down, left, up dy = [0, 1, 0, -1] inv_dir = [2, 3, 0, 1] sprite_sheet = [2, 0, 3, 1] class Ghost(): def __init__(self, sprite_sheet, color, x, y): self.x = x self.y = y self.sprite_sheet = sprite_sheet self.name = "blinky" self.sprite = get_sprites(sprite_sheet) self.color = color self.last_move = 3 # this represents the direction based on the dx, dy arrays self.speed = 3 self.mode = MODE.SCATTERED def in_bounds(self, pos): (x, y) = pos return (x >= 0) and (y >= 0) and (x < settings.width - 30) and (y < settings.height) def heuristic(self, next_pos, tx, ty): return abs(next_pos[0] - tx) + abs(next_pos[1] - ty) # checks if the current position of pacman is either a dot, big dot or free def is_valid(self, maze, x, y): if x >= 0 and x < 30: # Necessary to make portals work 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 def get_default_tile(self): return (75, 75) def get_intial_tile(self): return (12 * 30 + 15, 12 * 30 + 15) # 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 check_pacman_collision(self, game_state): if game_state.pacman.powerup and abs(game_state.pacman.x - self.x) <= 30 and abs(game_state.pacman.y - self.y) <= 30: initial_position = self.get_intial_tile() time.sleep(1) game_state.score += 200 self.x = initial_position[0] self.y = initial_position[1] elif not game_state.pacman.powerup and abs(game_state.pacman.x - self.x) <= 30 and abs(game_state.pacman.y - self.y) <= 30: if abs(game_state.pacman.x - self.x) <= 30 and abs(game_state.pacman.y - self.y) <= 30: game_state.is_pacman_alive = False def get_next_move(self, game_state, screen): default_tile = self.get_default_tile() ret = len(dx) * [math.inf] forbidden = inv_dir[self.last_move] rand_pos = (0, 0) if game_state.pacman.powerup: self.mode = MODE.FRIGHETENED rand_pos = random.randint(0, 900), random.randint(0, 990) 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, 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), 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, (game_state.pacman.x, game_state.pacman.y), (self.x, self.y), 1) min_h = min(ret) # Favour going up when there is a conflict if min_h == ret[3] and min_h != math.inf: return 3 # Favour going down than sideways when there is a conflict if min_h == ret[1] and min_h != math.inf: return 1 min_idx = ret.index(min_h) return min_idx def move(self, game_state, screen): self.check_pacman_collision(game_state) 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 self.y += new_dy self.x %= 900 # The logic of the portal self.last_move = min_idx def draw(self, screen, powerup, counter): radius = 30 // 2 pos = (self.x - radius, self.y - radius) if powerup: self.sprite = get_sprites(pygame.image.load( f'../assets/pacman_{self.color}.png').convert_alpha()) image = pygame.transform.scale(self.sprite[counter // 5], (35, 35)) if self.last_move == DIRECTION.UP.value: screen.blit(pygame.transform.rotate(image, 270), pos) elif self.last_move == DIRECTION.DOWN.value: screen.blit(pygame.transform.rotate(image, 90), pos) elif self.last_move == DIRECTION.RIGHT.value: screen.blit(pygame.transform.flip(image, True, False), pos) elif self.last_move == DIRECTION.LEFT.value: screen.blit(image, pos) else: self.sprite = get_sprites(self.sprite_sheet) image = pygame.transform.scale( self.sprite[sprite_sheet[self.last_move]], (40, 40)) screen.blit(image, pos)