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import math
from typing_extensions import override
from direction import DIRECTION
from settings import settings
import pygame
from ghost import Ghost
class Inky(Ghost):
def __init__(self, sprite_sheet, x, y):
super().__init__(sprite_sheet, "orange", x, y)
def get_intermediate_tile(self, pacman):
if pacman.direction == DIRECTION.UP:
new_target = (pacman.x - 30 * 2, pacman.y - 30 * 2)
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_target(self, inter_tile, blinky):
target = (inter_tile[0] - (blinky.x - inter_tile[0]),
inter_tile[1] - (blinky.y - inter_tile[1]))
return target
@override
def get_next_move(self, target, maze, screen, blinky):
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
inter_tile = self.get_intermediate_tile(target)
target = self.get_target(inter_tile, blinky)
# y = mx + c
if settings.debug:
pygame.draw.line(screen, self.color, (target),
(self.x, self.y), 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), target[0], target[1])
min_idx = ret.index(min(ret))
return min_idx
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