voilà les fantômes dans lvl0_fantome.py avec le plus court chemin mais problème car il se détecte dans la case courante alors qu'il devrait prendre en compte la case en fonction de sa direction - si vers le haut; case courante = [(y-taille_fantome)//S][x//S]

This commit is contained in:
DylanVsn 2019-12-09 14:36:25 +01:00
parent 4214c5819c
commit 5c6f690a98

171
scenes/lvl0_fantome.py Normal file
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from engine.scene import Scene
S=20
entities=[]
class PacDot(Entity):
s = Surface((S, S))
draw.circle(s, (255, 255, 0), (S//2, S//2), S//4)
def __init__(self):
super().__init__()
CollideRect(self, Rect(0, 0, S, S),
static=True, solid=False, cb=self.cb)
Sprite(self, PacDot.s, 1)
def cb(self):
self.unregister()
def path(start, tgt, x, y, trace, length):
if start == tgt:
return length
if start is None or trace[y][x]:
return False
trace[y][x] = True
u = path(start.up, tgt, x, y-1, trace, length + 1)
d = path(start.down, tgt, x, y+1, trace, length + 1)
l = path(start.left, tgt, x-1, y, trace, length + 1)
r = path(start.right, tgt, x+1, y, trace, length + 1)
best = None
for subpath in (u, d, l, r):
if subpath and (best is None or subpath < best):
best = subpath
return best
class Node():
cpt = 0
def __init__(self):
self.id = self.__class__.cpt
self.__class__.cpt += 1
self.up = None
self.down = None
self.left = None
self.right = None
def children(self):
children = []
for direction in ("up", "down", "left", "right"):
node = getattr(self, direction)
if node is not None:
children.append((node, direction))
return children
graph = None
class Level(Entity):
def __init__(self, path):
global graph
super().__init__()
desc = image.load(res(path))
w, h = desc.get_size()
GraphicsServer().resize((w * S, h * S))
graph = [[None for x in range(w)] for y in range(h)]
self.surf = Surface((w * S, h * S)).convert()
self.surf.fill((0, 0, 0))
wall = Surface((S, S)).convert()
wall.fill((0, 0, 255))
for x, y in product(range(w), range(h)):
col = desc.get_at((x, y))
if col == (0, 0, 255):
CollideRect(self, Rect(x * S, y * S, S, S))
self.surf.blit(wall, (x * S, y * S))
elif col == (139, 139, 139):
pc = PacDot()
pc.x = x * S
pc.y = y * S
entities.append(pc)
graph[y][x] = Node()
elif col == (0, 0, 0) or col == (255, 0, 0):
graph[y][x] = Node()
for y, line in enumerate(graph):
for x, node in enumerate(line):
if node is None:
continue
node.left = graph[y][(x-1)%w]
node.right = graph[y][(x+1)%w]
node.up = graph[(y-1)%h][x]
node.down = graph[(y+1)%h][x]
Sprite(self, self.surf, 0)
class MovingEntity(Entity):
def __init__(self, surf):
super().__init__()
sprite = Sprite(self, surf, 2)
self.phys = CollideRect(
self,
Rect(self.x, self.y, sprite.width, sprite.width),
static=False)
class Ghost(MovingEntity):
def __init__(self):
super().__init__(image.load(res('ghost.png')).convert())
self.script = Ghost.script
def script(self):
cur_node = graph[self.y//S][self.x//S]
print(self.y//S, self.x//S)
pacman = SceneManager().scene.entities['pacman']
# pacman_node = graph[pacman.y//S][pacman.x//S]
x_dist = pacman.x - self.x
y_dist = pacman.y - self.y
s = 1
# self.phys.vx = s if x_dist > 0 else -s
# self.phys.vy = s if y_dist > 0 else -s
p = self.find_shortest_path(graph[pacman.y//S][pacman.x//S])
print([x[1] for x in p])
cur_dir = p[0][1]
if cur_dir == "up":
self.phys.vx = 0
self.phys.vy = -1
elif cur_dir == "down":
self.phys.vx = 0
self.phys.vy = 1
elif cur_dir == "left":
self.phys.vx = -1
self.phys.vy = 0
else:
self.phys.vx = 1
self.phys.vy = 0
def find_shortest_path(self, final_node):
cur_node = graph[self.y//S][self.x//S]
# pacman_node = graph[pacman.y//S][pacman.x//S]
children = cur_node.children()
trace = [cur_node] + [x[0] for x in children]
# if self.phys.vx < 0: cur_dir = "left"
# elif self.phys.vx > 0: cur_dir = "right"
# elif self.phys.vy < 0: cur_dir = "up"
# else: cur_dir = "down"
paths = [[x] for x in children]
while 1:
cur_len = len(paths)
for path in paths[:cur_len]:
for child in path[-1][0].children():
if child[0] is not None and child[0] not in trace:
trace.append(child[0])
paths.append(path + [child])
if child[0] == final_node:
return path
paths = paths[cur_len:]
class Lvl0(Scene):
def load(self):
self.add(Level('lvl0.png'))
self.add(PacMan(S, S))
self.add(Ghost(S*6, S*2))
self.add(Ghost(S*6, S*13))
self.add(Ghost(S*18, S*13))
self.add(Ghost(S*8, S*23))
super().load()
scene = Lvl0()