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from typing import List
from direction import DIRECTION
import map as Map
from util import get_sprites
import pygame
class Player():
def __init__(self, sprite_sheet):
self.x = 30 * 17 - 15
self.y = 30 * 25 - 15
self.sprite = get_sprites(sprite_sheet)
self.speed = 6
self.direction = DIRECTION.LEFT
# checks if the current position of pacman is either a dot, big dot or free
def is_valid(self,maze, x, y):
if x >= 0 and x < 30:
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
return (is_dot or is_free or is_big_dot)
return True
# checks collision with pacman and obstacles returns false if there is a collision and true otherwise
def check_collision(self, maze, dx, dy, tile_width, tile_height):
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)):
ddx = dx
ddy = dy
nx = (self.x + ddx) + direct_x[i] * 14
ny = (self.y + ddy) + direct_y[i] * 14
x = nx // tile_width
y = ny // tile_height
if not self.is_valid(maze, x, y):
return False
return True
def draw(self, screen, counter):
radius = 30 // 2
pos = (self.x - radius , self.y - radius)
image = pygame.transform.scale(self.sprite[counter // 5], (35, 35))
if self.direction == DIRECTION.UP:
screen.blit(pygame.transform.rotate(image, 270), pos)
elif self.direction == DIRECTION.DOWN:
screen.blit(pygame.transform.rotate(image, 90), pos)
elif self.direction == DIRECTION.RIGHT:
screen.blit(pygame.transform.flip(image, True, False), pos)
elif self.direction == DIRECTION.LEFT:
screen.blit(image, pos)
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