172 lines
5.1 KiB
Python
172 lines
5.1 KiB
Python
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from engine.scene import Scene
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S=20
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entities=[]
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class PacDot(Entity):
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s = Surface((S, S))
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draw.circle(s, (255, 255, 0), (S//2, S//2), S//4)
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def __init__(self):
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super().__init__()
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CollideRect(self, Rect(0, 0, S, S),
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static=True, solid=False, cb=self.cb)
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Sprite(self, PacDot.s, 1)
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def cb(self):
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self.unregister()
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def path(start, tgt, x, y, trace, length):
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if start == tgt:
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return length
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if start is None or trace[y][x]:
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return False
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trace[y][x] = True
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u = path(start.up, tgt, x, y-1, trace, length + 1)
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d = path(start.down, tgt, x, y+1, trace, length + 1)
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l = path(start.left, tgt, x-1, y, trace, length + 1)
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r = path(start.right, tgt, x+1, y, trace, length + 1)
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best = None
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for subpath in (u, d, l, r):
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if subpath and (best is None or subpath < best):
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best = subpath
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return best
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class Node():
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cpt = 0
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def __init__(self):
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self.id = self.__class__.cpt
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self.__class__.cpt += 1
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self.up = None
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self.down = None
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self.left = None
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self.right = None
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def children(self):
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children = []
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for direction in ("up", "down", "left", "right"):
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node = getattr(self, direction)
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if node is not None:
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children.append((node, direction))
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return children
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graph = None
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class Level(Entity):
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def __init__(self, path):
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global graph
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super().__init__()
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desc = image.load(res(path))
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w, h = desc.get_size()
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GraphicsServer().resize((w * S, h * S))
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graph = [[None for x in range(w)] for y in range(h)]
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self.surf = Surface((w * S, h * S)).convert()
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self.surf.fill((0, 0, 0))
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wall = Surface((S, S)).convert()
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wall.fill((0, 0, 255))
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for x, y in product(range(w), range(h)):
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col = desc.get_at((x, y))
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if col == (0, 0, 255):
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CollideRect(self, Rect(x * S, y * S, S, S))
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self.surf.blit(wall, (x * S, y * S))
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elif col == (139, 139, 139):
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pc = PacDot()
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pc.x = x * S
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pc.y = y * S
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entities.append(pc)
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graph[y][x] = Node()
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elif col == (0, 0, 0) or col == (255, 0, 0):
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graph[y][x] = Node()
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for y, line in enumerate(graph):
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for x, node in enumerate(line):
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if node is None:
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continue
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node.left = graph[y][(x-1)%w]
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node.right = graph[y][(x+1)%w]
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node.up = graph[(y-1)%h][x]
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node.down = graph[(y+1)%h][x]
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Sprite(self, self.surf, 0)
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class MovingEntity(Entity):
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def __init__(self, surf):
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super().__init__()
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sprite = Sprite(self, surf, 2)
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self.phys = CollideRect(
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self,
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Rect(self.x, self.y, sprite.width, sprite.width),
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static=False)
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class Ghost(MovingEntity):
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def __init__(self):
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super().__init__(image.load(res('ghost.png')).convert())
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self.script = Ghost.script
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def script(self):
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cur_node = graph[self.y//S][self.x//S]
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print(self.y//S, self.x//S)
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pacman = SceneManager().scene.entities['pacman']
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# pacman_node = graph[pacman.y//S][pacman.x//S]
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x_dist = pacman.x - self.x
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y_dist = pacman.y - self.y
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s = 1
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# self.phys.vx = s if x_dist > 0 else -s
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# self.phys.vy = s if y_dist > 0 else -s
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p = self.find_shortest_path(graph[pacman.y//S][pacman.x//S])
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print([x[1] for x in p])
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cur_dir = p[0][1]
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if cur_dir == "up":
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self.phys.vx = 0
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self.phys.vy = -1
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elif cur_dir == "down":
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self.phys.vx = 0
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self.phys.vy = 1
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elif cur_dir == "left":
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self.phys.vx = -1
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self.phys.vy = 0
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else:
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self.phys.vx = 1
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self.phys.vy = 0
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def find_shortest_path(self, final_node):
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cur_node = graph[self.y//S][self.x//S]
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# pacman_node = graph[pacman.y//S][pacman.x//S]
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children = cur_node.children()
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trace = [cur_node] + [x[0] for x in children]
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# if self.phys.vx < 0: cur_dir = "left"
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# elif self.phys.vx > 0: cur_dir = "right"
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# elif self.phys.vy < 0: cur_dir = "up"
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# else: cur_dir = "down"
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paths = [[x] for x in children]
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while 1:
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cur_len = len(paths)
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for path in paths[:cur_len]:
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for child in path[-1][0].children():
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if child[0] is not None and child[0] not in trace:
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trace.append(child[0])
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paths.append(path + [child])
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if child[0] == final_node:
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return path
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paths = paths[cur_len:]
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class Lvl0(Scene):
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def load(self):
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self.add(Level('lvl0.png'))
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self.add(PacMan(S, S))
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self.add(Ghost(S*6, S*2))
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self.add(Ghost(S*6, S*13))
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self.add(Ghost(S*18, S*13))
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self.add(Ghost(S*8, S*23))
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super().load()
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scene = Lvl0()
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