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import math
from util import get_sprites
from settings import settings
import map as Map
class Ghost():
def __init__(self,sprite_sheet, color, x, y):
self.x = x
self.y = y
self.sprite = get_sprites(sprite_sheet)
self.color = color
self.last_move = 3
self.speed = 3
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):
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.in_bounds((px, py)) or not self.is_valid(maze, x, y):
return False
return True
def get_next_move(self, pacman, 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.x, pacman.y)
min_idx = ret.index(min(ret))
return min_idx
def move(self, maze, pacman):
min_idx = self.get_next_move(pacman, 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 - radius , self.y - radius)
if self.last_move == 0:
screen.blit(self.sprite[2], pos)
elif self.last_move == 1:
screen.blit(self.sprite[0], pos)
elif self.last_move == 2:
screen.blit(self.sprite[3], pos)
elif self.last_move == 3:
screen.blit(self.sprite[1], pos)
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