Example #1
0
class Maze:
    """Draws the maze and handles interaction between Pacman and dots"""
    def __init__(self, WIDTH, HEIGHT, LEFT_VERT, RIGHT_VERT, TOP_HORIZ,
                 BOTTOM_HORIZ, game_controller):
        self.LEFT_VERT = LEFT_VERT
        self.RIGHT_VERT = RIGHT_VERT
        self.TOP_HORIZ = TOP_HORIZ
        self.BOTTOM_HORIZ = BOTTOM_HORIZ
        self.WIDTH = WIDTH
        self.HEIGHT = HEIGHT
        self.gc = game_controller
        self.dots = Dots(WIDTH, HEIGHT, LEFT_VERT, RIGHT_VERT, TOP_HORIZ,
                         BOTTOM_HORIZ)

    # TODO:
    # PROBLEM 3: implement dot eating
    # BEGIN CODE CHANGES
    def eat_dots(self, x, y, direction):
        """Given two integers representing the x, y coordinates of Pacman
        and another integer representing its direction, storethe dots that
        will be eaten in a list.
        Integer Integer Integer -> None"""
        dots_to_eat = []
        for dot in self.dots.top_row:
            if self.within_reach(x, y, dot, direction):
                dots_to_eat.append(dot)
        for dot in self.dots.bottom_row:
            if self.within_reach(x, y, dot, direction):
                dots_to_eat.append(dot)
        for dot in self.dots.left_col:
            if self.within_reach(x, y, dot, direction):
                dots_to_eat.append(dot)
        for dot in self.dots.right_col:
            if self.within_reach(x, y, dot, direction):
                dots_to_eat.append(dot)
        if dots_to_eat:
            self.dots.eat(dots_to_eat)

    def within_reach(self, x, y, dot_object, direction):
        """Given two integer representing the x and y coordinates, and a
        dot object, and an integer, return a Boolean value.
        Integer Integer Dot Integer -> Boolean"""
        if dot_object.x == x:
            dis = dot_object.y - y
            if abs(dis) <= self.dots.EAT_DIST and dis * direction >= 0 \
                    or abs(dis) + self.dots.EAT_DIST >= \
                    self.HEIGHT + self.dots.radian and dis * direction < 0:
                return True
        elif dot_object.y == y:
            dis = dot_object.x - x
            if abs(dis) <= self.dots.EAT_DIST and dis * direction >= 0 \
                    or abs(dis) + self.dots.EAT_DIST >= \
                    self.WIDTH + self.dots.radian and dis * direction < 0:
                return True
        else:
            return False

    # END CODE CHANGES

    def update(self):
        """Make necessary per-frame updates"""
        # Check whether the dots are all eaten
        if self.dots.dots_left() == 0:
            self.gc.player_wins = True

    def display(self):
        """Display the maze"""
        self.update()

        # Display the dots
        self.dots.display()

        # Draw the maze walls
        stroke(0.0, 0.0, 10)
        strokeWeight(5)
        fill(0)
        rectMode(CORNER)

        clearance = 60
        overdraw = 20  # Start drawing offscreen
        t = -(overdraw)
        l = -(overdraw)
        border = 20
        big_rad = 30
        small_rad = 17

        # Upper left
        t = -(overdraw)
        l = -(overdraw)
        w = self.LEFT_VERT - clearance + overdraw
        h = self.TOP_HORIZ - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l, t, w - border, h - border, small_rad)

        # Upper middle
        t = -(overdraw)
        l = self.LEFT_VERT + clearance
        w = (self.RIGHT_VERT - clearance) - (self.LEFT_VERT + clearance)
        rect(l, t, w, h, big_rad)
        rect(l + border, t, w - border * 2, h - border, small_rad)

        # Upper right
        l = self.RIGHT_VERT + clearance
        w = self.RIGHT_VERT - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l + border, t, w - border * 2, h - border, small_rad)

        # Middle left
        t = self.TOP_HORIZ + clearance
        l = -(overdraw)
        w = self.LEFT_VERT - clearance + overdraw
        h = (self.BOTTOM_HORIZ - clearance) - (self.TOP_HORIZ + clearance)
        rect(l, t, w, h, big_rad)
        rect(l, t + border, w - border, h - border * 2, small_rad)

        # Middle middle
        l = self.LEFT_VERT + clearance
        t = self.TOP_HORIZ + clearance
        w = (self.RIGHT_VERT - clearance) - (self.LEFT_VERT + clearance)
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border * 2, h - border * 2, small_rad)

        # Middle right
        l = self.RIGHT_VERT + clearance
        t = self.TOP_HORIZ + clearance
        w = self.RIGHT_VERT - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border * 2, h - border * 2, small_rad)

        # Lower left
        w = self.LEFT_VERT - clearance + overdraw
        h = self.TOP_HORIZ - clearance + overdraw
        l = -(overdraw)
        t = self.BOTTOM_HORIZ + clearance
        rect(l, t, w, h, big_rad)
        rect(l, t + border, w - border, h - border, small_rad)

        # Lower middle
        l = self.LEFT_VERT + clearance
        w = (self.RIGHT_VERT - clearance) - (self.LEFT_VERT + clearance)
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border * 2, h - border, small_rad)

        # Lower right
        l = self.RIGHT_VERT + clearance
        w = self.RIGHT_VERT - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border * 2, h - border, small_rad)
Example #2
0
class Maze:
    """Draws the maze and handles interaction between Pacman and dots"""
    def __init__(self, WIDTH, HEIGHT, LEFT_VERT, RIGHT_VERT, TOP_HORIZ,
                 BOTTOM_HORIZ, game_controller):
        self.LEFT_VERT = LEFT_VERT
        self.RIGHT_VERT = RIGHT_VERT
        self.TOP_HORIZ = TOP_HORIZ
        self.BOTTOM_HORIZ = BOTTOM_HORIZ
        self.WIDTH = WIDTH
        self.HEIGHT = HEIGHT
        self.gc = game_controller
        self.dots = Dots(WIDTH, HEIGHT, LEFT_VERT, RIGHT_VERT, TOP_HORIZ,
                         BOTTOM_HORIZ)

    def eat_dots(self, x, y):
        """Calls the Dots class method eat and passes Pac-Man's x and y to
        it"""
        self.dots.eat(x, y)

    def update(self):
        """Make necessary per-frame updates"""
        # Check whether the dots are all eaten
        if self.dots.dots_left() == 0:
            self.gc.player_wins = True

    def display(self):
        """Display the maze"""
        self.update()

        # Display the dots
        self.dots.display()

        # Draw the maze walls
        stroke(0.0, 0.0, 10)
        strokeWeight(5)
        fill(0)
        rectMode(CORNER)

        clearance = 60
        overdraw = 20  # Start drawing offscreen
        t = -(overdraw)
        l = -(overdraw)
        border = 20
        big_rad = 30
        small_rad = 17

        # Upper left
        t = -(overdraw)
        l = -(overdraw)
        w = self.LEFT_VERT - clearance + overdraw
        h = self.TOP_HORIZ - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l, t, w - border, h - border, small_rad)

        # Upper middle
        t = -(overdraw)
        l = self.LEFT_VERT + clearance
        w = (self.RIGHT_VERT - clearance) - (self.LEFT_VERT + clearance)
        rect(l, t, w, h, big_rad)
        rect(l + border, t, w - border * 2, h - border, small_rad)

        # Upper right
        l = self.RIGHT_VERT + clearance
        w = self.RIGHT_VERT - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l + border, t, w - border * 2, h - border, small_rad)

        # Middle left
        t = self.TOP_HORIZ + clearance
        l = -(overdraw)
        w = self.LEFT_VERT - clearance + overdraw
        h = (self.BOTTOM_HORIZ - clearance) - (self.TOP_HORIZ + clearance)
        rect(l, t, w, h, big_rad)
        rect(l, t + border, w - border, h - border * 2, small_rad)

        # Middle middle
        l = self.LEFT_VERT + clearance
        t = self.TOP_HORIZ + clearance
        w = (self.RIGHT_VERT - clearance) - (self.LEFT_VERT + clearance)
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border * 2, h - border * 2, small_rad)

        # Middle right
        l = self.RIGHT_VERT + clearance
        t = self.TOP_HORIZ + clearance
        w = self.RIGHT_VERT - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border * 2, h - border * 2, small_rad)

        # Lower left
        w = self.LEFT_VERT - clearance + overdraw
        h = self.TOP_HORIZ - clearance + overdraw
        l = -(overdraw)
        t = self.BOTTOM_HORIZ + clearance
        rect(l, t, w, h, big_rad)
        rect(l, t + border, w - border, h - border, small_rad)

        # Lower middle
        l = self.LEFT_VERT + clearance
        w = (self.RIGHT_VERT - clearance) - (self.LEFT_VERT + clearance)
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border * 2, h - border, small_rad)

        # Lower right
        l = self.RIGHT_VERT + clearance
        w = self.RIGHT_VERT - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border * 2, h - border, small_rad)
Example #3
0
class Maze:
    """Draws the maze and handles interaction between Pacman and dots"""
    def __init__(self, WIDTH, HEIGHT,
                 LEFT_VERT, RIGHT_VERT,
                 TOP_HORIZ, BOTTOM_HORIZ,
                 game_controller):
        self.LEFT_VERT = LEFT_VERT
        self.RIGHT_VERT = RIGHT_VERT
        self.TOP_HORIZ = TOP_HORIZ
        self.BOTTOM_HORIZ = BOTTOM_HORIZ
        self.WIDTH = WIDTH
        self.HEIGHT = HEIGHT
        self.gc = game_controller
        self.dots = Dots(WIDTH, HEIGHT,
                         LEFT_VERT, RIGHT_VERT,
                         TOP_HORIZ, BOTTOM_HORIZ)

    # TODO:
    # PROBLEM 3: implement dot eating
    # BEGIN CODE CHANGES
    def eat_dots(self, pacx, pacy, pac_width, pac_height):
        # You might want/need to pass arguments here.
        """Based on pacman's location, eat dots.
        Also cnosider corner case: when pacman
        moves off the edge of the view area,
        then pacman should eat one more dots on the opposite side"""
        self.dots.eat(pacx, pacy)
        if pacx > self.WIDTH - pac_width/2:
            self.dots.eat(0, pacy)
        if pacx < pac_width/2:
            self.dots.eat(self.WIDTH, pacy)
        if pacy > self.HEIGHT - pac_height/2:
            self.dots.eat(pacx, 0)
        if pacy < pac_height/2:
            self.dots.eat(pacx, self.HEIGHT)
    # END CODE CHANGES

    def update(self):
        """Make necessary per-frame updates"""
        # Check whether the dots are all eaten
        if self.dots.dots_left() == 0:
            self.gc.player_wins = True

    def display(self):
        """Display the maze"""
        self.update()

        # Display the dots
        self.dots.display()

        # Draw the maze walls
        stroke(0.0, 0.0, 10)
        strokeWeight(5)
        fill(0)
        rectMode(CORNER)

        clearance = 60
        overdraw = 20  # Start drawing offscreen
        t = -(overdraw)
        l = -(overdraw)
        border = 20
        big_rad = 30
        small_rad = 17

        # Upper left
        t = -(overdraw)
        l = -(overdraw)
        w = self.LEFT_VERT - clearance + overdraw
        h = self.TOP_HORIZ - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l, t, w - border, h - border, small_rad)

        # Upper middle
        t = -(overdraw)
        l = self.LEFT_VERT + clearance
        w = (self.RIGHT_VERT - clearance) - (self.LEFT_VERT + clearance)
        rect(l, t, w, h, big_rad)
        rect(l + border, t, w - border*2, h - border, small_rad)

        # Upper right
        l = self.RIGHT_VERT + clearance
        w = self.RIGHT_VERT - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l + border, t, w - border*2, h - border, small_rad)

        # Middle left
        t = self.TOP_HORIZ + clearance
        l = -(overdraw)
        w = self.LEFT_VERT - clearance + overdraw
        h = (self.BOTTOM_HORIZ - clearance) - (self.TOP_HORIZ + clearance)
        rect(l, t, w, h, big_rad)
        rect(l, t + border, w - border, h - border*2, small_rad)

        # Middle middle
        l = self.LEFT_VERT + clearance
        t = self.TOP_HORIZ + clearance
        w = (self.RIGHT_VERT - clearance) - (self.LEFT_VERT + clearance)
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border*2, h - border*2, small_rad)

        # Middle right
        l = self.RIGHT_VERT + clearance
        t = self.TOP_HORIZ + clearance
        w = self.RIGHT_VERT - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border*2, h - border*2, small_rad)

        # Lower left
        w = self.LEFT_VERT - clearance + overdraw
        h = self.TOP_HORIZ - clearance + overdraw
        l = -(overdraw)
        t = self.BOTTOM_HORIZ + clearance
        rect(l, t, w, h, big_rad)
        rect(l, t + border, w - border, h - border, small_rad)

        # Lower middle
        l = self.LEFT_VERT + clearance
        w = (self.RIGHT_VERT - clearance) - (self.LEFT_VERT + clearance)
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border*2, h - border, small_rad)

        # Lower right
        l = self.RIGHT_VERT + clearance
        w = self.RIGHT_VERT - clearance + overdraw
        rect(l, t, w, h, big_rad)
        rect(l + border, t + border, w - border*2, h - border, small_rad)