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pacman2/scenes/game_objects/ghost.py

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Python
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from random import random, randint
from pygame import Rect, image
from engine.entity import Entity
from engine.scene_manager import SceneManager
from engine.resources import res
from engine.components.collide_rect import CollideRect
from engine.components.sprite import Sprite
from .common import S, Direction
class Ghost(Entity):
SPEED = 1
def __init__(self, x, y):
super().__init__(self.__repr__())
sprite = Sprite(image.load(res('ghost.png')).convert(), 2)
self.add(sprite)
self.phys = CollideRect(Rect(self.x, self.y,
sprite.width, sprite.width),
static=False,
solid=False,
cb=self.cb)
self.add(self.phys)
self.script = Ghost.script
self.x = x
self.y = y
self.direction = Direction(randint(0, 3))
def cb(self, c):
if not c.solid:
return
if c.parent.name == 'pacman':
print('Perdu!')
exit(0)
if self.direction == Direction.UP:
self.direction = Direction.RIGHT if random() < .5 \
else Direction.LEFT
return
if self.direction == Direction.RIGHT:
self.direction = Direction.DOWN if random() < .5 \
else Direction.UP
return
if self.direction == Direction.DOWN:
self.direction = Direction.LEFT if random() < .5 \
else Direction.RIGHT
return
if self.direction == Direction.LEFT:
self.direction = Direction.UP if random() < .5 \
else Direction.DOWN
return
def script(self):
level = SceneManager().scene.entities['level']
if self.x >= level.w:
self.x = 0
if self.x < 0:
self.x = level.w-1
if self.x % S != 0 or self.y % S != 0:
return
graph = SceneManager().scene.entities['level'].graph
pacman = SceneManager().scene.entities['pacman']
p = self.find_shortest_path(graph[pacman.y//S][pacman.x//S])
cur_dir = p[0][1]
if cur_dir == Direction.UP:
self.phys.vx = 0
self.phys.vy = -1
elif cur_dir == Direction.DOWN:
self.phys.vx = 0
self.phys.vy = 1
elif cur_dir == Direction.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):
if final_node is None:
print('oups')
exit(1)
graph = SceneManager().scene.entities['level'].graph
cur_node = graph[self.y//S][self.x//S]
children = cur_node.children
child_ok = list(filter(lambda c: c[0] == final_node, children))
if child_ok:
return [child_ok[0]]
trace = [cur_node] + [x[0] for x in children]
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:]