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import Player
from pinky import Pinky
from blinky import Blinky
from inky import Inky
from clyde import Clyde
from Direction import DIRECTION
import settings as Settings
import map as Map
import pygame


class Game():
    def __init__(self):
        self.settings = Settings.settings

    def init(self):
        # Initialize Pygame
        pygame.init()

        # Set the dimensions of the window
        screen = pygame.display.set_mode(
            (Settings.settings.width, Settings.settings.height))

        # Sprite sheet for pacman
        sprite_sheet = pygame.image.load(
            '../assets/pacman_left_sprite.png').convert_alpha()
        blinky_sprite = pygame.image.load(
            '../assets/blinky.png').convert_alpha()
        pinky_sprite = pygame.image.load(
            '../assets/pinky.png').convert_alpha()
        clyde_sprite = pygame.image.load(
            '../assets/clyde.png').convert_alpha()
        inky_sprite = pygame.image.load(
            '../assets/inky.png').convert_alpha()

        player = Player.Player(sprite_sheet)
        blinky = Blinky(blinky_sprite,75, 75)
        pinky = Pinky(pinky_sprite, 27 * 30, 30 * 30 + 15)
        inky = Inky(inky_sprite, 75, 30 * 30 + 15)
        clyde = Clyde(clyde_sprite, 27 * 30 + 15, 75)

        # Set the pacman velocity
        dx = 0
        dy = 0

        # counter used to cycle through pacman sprite animation
        counter = 0

        clock = pygame.time.Clock()


        maze = Map.Map()

        # length of the map grid size
        grid_x = Settings.settings.width // len(maze.maze[0])
        grid_y = Settings.settings.height // len(maze.maze)


        # Checks collision with walls

        # checks if the current position of pacman is either a dot, big dot or free
        def is_valid(x, y):
            is_dot = maze.maze[y][x] == Map.D
            is_big_dot = maze.maze[y][x] == Map.BD
            is_free = maze.maze[y][x] == 0
            if is_dot or is_big_dot:
                maze.maze[y][x] = 0
                # munch_sound.play(1, fade_ms=1)

            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(dx, dy):
            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)):
                nx = (player.x + dx) + direct_x[i] * 14
                ny = (player.y + dy) + direct_y[i] * 14
                x = nx // grid_x
                y = ny // grid_y
                if not is_valid(x, y):
                    return False

            return True

        pygame.mixer.music.load('../assets/sfx/game_start.wav')
        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)
        running = True

        # Main game loop
        while running:
            # setting game fps
            clock.tick(Settings.settings.fps)



            # counter logic for cycling between pacman different sprites
            if counter < 19:
                counter += 1
            else:
                counter = 0

            screen.fill((0, 0, 0))  # Clear the screen

            # Temporary values for delta_x and delta_y in the position of pacman
            tx = dx
            ty = dy

            # Handling events
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    running = False
                elif event.type == pygame.KEYDOWN:
                    # Move the circle based on the pressed key
                    # if not pygame.mixer.get_busy():
                    if event.key == pygame.K_w:
                        player.direction = DIRECTION.UP
                        ty = -player.speed
                        tx = 0  # Necssarry to move only horizontal or vertical
                    elif event.key == pygame.K_s:
                        player.direction = DIRECTION.DOWN
                        ty = player.speed
                        tx = 0  # Necssarry to move only horizontal or vertical
                    elif event.key == pygame.K_a:
                        player.direction = DIRECTION.LEFT
                        tx = -player.speed
                        ty = 0  # Necssarry to move only horizontal or vertical
                    elif event.key == pygame.K_d:
                        player.direction = DIRECTION.RIGHT
                        tx = player.speed
                        ty = 0  # Necssarry to move only horizontal or vertical

            keys = pygame.key.get_pressed()
            # if not pygame.mixer.get_busy():
            if keys[pygame.K_w]:
                ty = -player.speed
                tx = 0
            elif keys[pygame.K_s]:
                ty = player.speed
                tx = 0
            elif keys[pygame.K_a]:
                tx = -player.speed
                ty = 0
            elif keys[pygame.K_d]:
                tx = player.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 check_collision(tx, ty):
                dx = tx
                dy = ty

            if dx < 0:
                player.direction = DIRECTION.LEFT
            elif dx > 0:
                player.direction = DIRECTION.RIGHT
            elif dy < 0:
                player.direction = DIRECTION.UP
            elif dy > 0:
                player.direction = DIRECTION.DOWN

            if check_collision(dx, dy):
                player.x += dx
                player.y += dy


            blinky.move(maze.maze, player)
            pinky.move(maze.maze, player)
            inky.move(maze.maze, player)
            clyde.move(maze.maze, player)

            maze.draw_map(screen)

            player.draw(screen, counter)
            blinky.draw(screen)
            pinky.draw(screen)
            inky.draw(screen)
            clyde.draw(screen)


            # Update the screen
            pygame.display.flip()

        # Quit Pygame
        pygame.quit()