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from blinky import Blinky
from clyde import Clyde
from direction import DIRECTION
from inky import Inky
from pinky import Pinky
from player import Player
from settings import settings
import map as Map
import pygame
WIDTH = settings.width
HEIGHT = settings.height
class Game():
def __init__(self):
self.settings = settings
def run(self):
# Initialize Pygame
pygame.init()
# Set the dimensions of the window
screen = pygame.display.set_mode((WIDTH, HEIGHT))
# Sprite sheet for pacman
sprite_sheet = pygame.image.load( '../assets/pacman_left_sprite.png').convert_alpha()
# Sprite sheets for the ghosts
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()
# our beautiful maze
maze = Map.Map()
# length of the map grid size
TILE_WIDTH = WIDTH // len(maze.maze[0])
TILE_HEIGHT = HEIGHT // len(maze.maze)
# Initialize the player and the ghosts
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()
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)
is_game_over = [False]
# Main game loop
while not is_game_over[0]:
# setting game fps
clock.tick(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:
is_game_over = False
elif event.type == pygame.KEYDOWN:
# Move the circle based on the pressed key
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()
# Simulates holding the key which adds better playability for pacman
if keys[pygame.K_w]:
player.direction = DIRECTION.UP
ty = -player.speed
tx = 0
elif keys[pygame.K_s]:
player.direction = DIRECTION.DOWN
ty = player.speed
tx = 0
elif keys[pygame.K_a]:
player.direction = DIRECTION.LEFT
tx = -player.speed
ty = 0
elif keys[pygame.K_d]:
player.direction = DIRECTION.RIGHT
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 player.check_collision(maze, tx, ty, TILE_WIDTH, TILE_HEIGHT):
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 player.check_collision(maze, dx, dy, TILE_WIDTH, TILE_HEIGHT):
player.x += dx
player.y += dy
player.x %= 900
# Move ghosts
blinky.move(maze.maze, player, screen, is_game_over)
pinky.move(maze.maze, player, screen, is_game_over)
inky.move(maze.maze, player, screen, is_game_over)
clyde.move(maze.maze, player, screen, is_game_over)
# Draw the map on each frame
maze.draw_map(screen)
# Draw the player and the ghosts
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()
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