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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
#
#
#
#
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