import math from direction import DIRECTION from ghost import Ghost class Inky(Ghost): def __init__(self, sprite_sheet, x, y): super().__init__(sprite_sheet, "cyan", x, y) # def get_intermediate_tile(self, pacman): # if pacman.direction == DIRECTION.UP: # new_target = (pacman.x - 30 * 2, pacman.y - 30 * 4) # 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_vector_blinky_it(self, blinky, pacman): # it = self.get_intermediate_tile(pacman) # return (it[0] - blinky.x, it[1], blinky.y) # # @override # def get_next_move(self, target, maze, screen): # 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_intermediate_tile(target) # pygame.draw.circle(screen, self.color, (new_target[0], new_target[1]), 15) # # 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 # # # #