Exemple #1
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    def __init__(self, screen, maze):
        super(PMAN, self).__init__()
        self.screen = screen.get_rect()
        self.image = ImageRect(screen, "pac_left_2", PMAN.PAC_MAN_SIZE,
                               PMAN.PAC_MAN_SIZE)
        self.rect = self.image.rect
        self.rect.x = self.screen.centerx - 10
        self.rect.y = self.screen.centery + 110

        self.maze = maze
        self.direction = "l"
        self.move = "l"
        self.speed = 5
        self.tick_speed = 10
        self.timer = pygame.time.get_ticks()

        # images
        self.index = 1
        self.dead_index = 1
        self.sound_index = 1

        self.direction_l = False
        self.direction_r = False
        self.direction_u = False
        self.direction_d = False
        self.lives = 3
        self.score = 0
Exemple #2
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 def update(self, maze, screen):
     if gf.ball_stop(self, maze) is False and pygame.time.get_ticks(
     ) - self.timer >= self.tick_speed:
         self.timer = pygame.time.get_ticks()
         if self.move == "l":
             self.image.rect.x -= self.speed
             file = "pac_left_" + str(math.floor(self.index))
         elif self.move == "r":
             self.image.rect.x += self.speed
             file = "pac_right_" + str(math.floor(self.index))
         elif self.move == "d":
             self.image.rect.y += self.speed
             file = "pac_down_" + str(math.floor(self.index))
         elif self.move == "u":
             self.image.rect.y -= self.speed
             file = "pac_up_" + str(math.floor(self.index))
         else:
             file = "p_up_1"
         self.image = ImageRect(screen, file, PMAN.PAC_MAN_SIZE,
                                PMAN.PAC_MAN_SIZE)
         self.image.rect = self.rect
         if self.index >= 4:
             self.index = 1
         else:
             self.index += .3
    def __init__(self, screen):
        super(Ghost, self).__init__()
        self.screen = screen

        self.image = ImageRect(screen, 'clearGhost', 128, 128)
        self.rect = self.image.rect
        self.x, self.y = 300, 360
        #  Type of ghost this is
        self.type = 0
Exemple #4
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    def __init__(self, screen, mazefile):
        self.screen = screen
        self.filename = mazefile

        # load the maze txt file
        with open('maze.txt', 'r') as f:
            self.rows = f.readlines()

        # create arrays and upload images for block, ball, line(walls), and power up balls
        self.bricks = []
        self.brick = ImageRect(screen, "wall", Maze.STANDARD_SIZE, Maze.STANDARD_SIZE)
        self.balls = []
        self.ball = ImageRect(screen, "ball", Maze.STANDARD_SIZE, Maze.STANDARD_SIZE)
        self.lines = []
        self.line = ImageRect(screen, "line", Maze.STANDARD_SIZE, Maze.STANDARD_SIZE)
        self.power_up_balls = []
        self.power_up_ball = ImageRect(screen, "powerUp", 12, 12)
        self.build()
Exemple #5
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    def __init__(self, screen):
        super(Point, self).__init__()
        self.screen = screen
        self.screen_rect = screen.get_rect()

        self.image = ImageRect(screen, 'point', 4, 4)
        self.rect = self.image.rect

        self.x = float(self.rect.x)
        self.y = float(self.rect.y)
Exemple #6
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 def __init__(self, screen, maze):
     super(OrangeGhost, self).__init__()
     self.screen = screen.get_rect()
     self.image = ImageRect(screen, "orange_left_1", 30, 30)
     self.rect = self.image.rect
     self.rect.x = 350
     self.rect.y = 330
     self.maze = maze
     self.direction = "u"
     self.move = "u"
     self.speed = 5
     self.tick_dead = 30
     self.tick_alive = 10
     self.tick_speed = self.tick_alive
     self.index = 1
     self.dead_index = 1
     self.dead_timer = 1
     self.directions_remain = []
     self.alive = True
     self.eat = False
     self.timer = pygame.time.get_ticks()
Exemple #7
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    def ghost_collision(self, redghost, blueghost, pinkghost, orangeghost,
                        stats, screen):
        if pygame.sprite.collide_rect(self,
                                      redghost) and redghost.alive is True:
            stats.game_pause = True
            die = pygame.mixer.Sound('sounds/death.wav')
            die.play()
        elif pygame.sprite.collide_rect(self,
                                        blueghost) and blueghost.alive is True:
            stats.game_pause = True
            die = pygame.mixer.Sound('sounds/death.wav')
            die.play()
        elif pygame.sprite.collide_rect(self,
                                        pinkghost) and pinkghost.alive is True:
            stats.game_pause = True
            die = pygame.mixer.Sound('sounds/death.wav')
            die.play()
        elif pygame.sprite.collide_rect(
                self, orangeghost) and orangeghost.alive is True:
            stats.game_pause = True
            die = pygame.mixer.Sound('sounds/death.wav')
            die.play()

        if stats.game_pause and redghost.alive is True:
            file = "pac_dead_" + str(math.floor(self.dead_index))
            self.image = ImageRect(screen, file, PMAN.PAC_MAN_SIZE,
                                   PMAN.PAC_MAN_SIZE)
            self.image.rect = self.rect
            if self.dead_index >= 6:
                self.dead_index = 1
                stats.game_pause = False
                self.lives -= 1
                gf.reset(self, redghost, blueghost, pinkghost, orangeghost,
                         stats)
            else:
                self.dead_index += .2

        if self.lives == 0:
            stats.game_over = True
    def __init__(self, screen):
        super(Pacman, self).__init__()
        self.screen = screen
        self.screen_rect = screen.get_rect()

        self.pacimg = ImageRect(screen, 'pacman', 32, 32)
        self.rect = self.pacimg.rect

        #  Movement flag
        self.moving_up = False
        self.moving_down = False
        self.moving_left = False
        self.moving_right = False
        self.movement_switches = 0
        self.can_warp = True

        self.pacimg.rect.centerx = self.screen_rect.centerx - 4
        #self.pacimg.rect.bottom = self.screen_rect.bottom - 124
        self.pacimg.rect.top = self.screen_rect.top + 128
    def __init__(self, screen, mazefile, brickfile, orangeportalfile, blueportalfile, shieldfile, pointfile):
        self.screen = screen
        self.filename = mazefile
        with open(self.filename, 'r') as f:
            self.rows = f.readlines()

        self.bricks = []
        self.shields = []
        self.portals = []
        self.points = Group()

        sz = Maze.BRICK_SIZE
        self.brick = ImageRect(screen, brickfile, sz, sz)
        self.shield = ImageRect(screen, shieldfile, sz, sz)
        self.blueportal = ImageRect(screen, blueportalfile, 10 * sz, 20 * sz)
        self.orangeportal = ImageRect(screen, orangeportalfile, 20 * sz, 10 * sz)

        self.deltax = self.deltay = Maze.BRICK_SIZE

        self.build(self.points, self.screen)
Exemple #10
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class PMAN(Sprite):
    PAC_MAN_SIZE = 30

    def __init__(self, screen, maze):
        super(PMAN, self).__init__()
        self.screen = screen.get_rect()
        self.image = ImageRect(screen, "pac_left_2", PMAN.PAC_MAN_SIZE,
                               PMAN.PAC_MAN_SIZE)
        self.rect = self.image.rect
        self.rect.x = self.screen.centerx - 10
        self.rect.y = self.screen.centery + 110

        self.maze = maze
        self.direction = "l"
        self.move = "l"
        self.speed = 5
        self.tick_speed = 10
        self.timer = pygame.time.get_ticks()

        # images
        self.index = 1
        self.dead_index = 1
        self.sound_index = 1

        self.direction_l = False
        self.direction_r = False
        self.direction_u = False
        self.direction_d = False
        self.lives = 3
        self.score = 0

    def update(self, maze, screen):
        if gf.ball_stop(self, maze) is False and pygame.time.get_ticks(
        ) - self.timer >= self.tick_speed:
            self.timer = pygame.time.get_ticks()
            if self.move == "l":
                self.image.rect.x -= self.speed
                file = "pac_left_" + str(math.floor(self.index))
            elif self.move == "r":
                self.image.rect.x += self.speed
                file = "pac_right_" + str(math.floor(self.index))
            elif self.move == "d":
                self.image.rect.y += self.speed
                file = "pac_down_" + str(math.floor(self.index))
            elif self.move == "u":
                self.image.rect.y -= self.speed
                file = "pac_up_" + str(math.floor(self.index))
            else:
                file = "p_up_1"
            self.image = ImageRect(screen, file, PMAN.PAC_MAN_SIZE,
                                   PMAN.PAC_MAN_SIZE)
            self.image.rect = self.rect
            if self.index >= 4:
                self.index = 1
            else:
                self.index += .3

    def ghost_collision(self, redghost, blueghost, pinkghost, orangeghost,
                        stats, screen):
        if pygame.sprite.collide_rect(self,
                                      redghost) and redghost.alive is True:
            stats.game_pause = True
            die = pygame.mixer.Sound('sounds/death.wav')
            die.play()
        elif pygame.sprite.collide_rect(self,
                                        blueghost) and blueghost.alive is True:
            stats.game_pause = True
            die = pygame.mixer.Sound('sounds/death.wav')
            die.play()
        elif pygame.sprite.collide_rect(self,
                                        pinkghost) and pinkghost.alive is True:
            stats.game_pause = True
            die = pygame.mixer.Sound('sounds/death.wav')
            die.play()
        elif pygame.sprite.collide_rect(
                self, orangeghost) and orangeghost.alive is True:
            stats.game_pause = True
            die = pygame.mixer.Sound('sounds/death.wav')
            die.play()

        if stats.game_pause and redghost.alive is True:
            file = "pac_dead_" + str(math.floor(self.dead_index))
            self.image = ImageRect(screen, file, PMAN.PAC_MAN_SIZE,
                                   PMAN.PAC_MAN_SIZE)
            self.image.rect = self.rect
            if self.dead_index >= 6:
                self.dead_index = 1
                stats.game_pause = False
                self.lives -= 1
                gf.reset(self, redghost, blueghost, pinkghost, orangeghost,
                         stats)
            else:
                self.dead_index += .2

        if self.lives == 0:
            stats.game_over = True

    def blitme(self):
        self.image.blitme()
class Maze:
    RED = (255, 0, 0)
    BRICK_SIZE = 3

    def __init__(self, screen, mazefile, brickfile, orangeportalfile, blueportalfile, shieldfile, pointfile):
        self.screen = screen
        self.filename = mazefile
        with open(self.filename, 'r') as f:
            self.rows = f.readlines()

        self.bricks = []
        self.shields = []
        self.portals = []
        self.points = Group()

        sz = Maze.BRICK_SIZE
        self.brick = ImageRect(screen, brickfile, sz, sz)
        self.shield = ImageRect(screen, shieldfile, sz, sz)
        self.blueportal = ImageRect(screen, blueportalfile, 10 * sz, 20 * sz)
        self.orangeportal = ImageRect(screen, orangeportalfile, 20 * sz, 10 * sz)

        self.deltax = self.deltay = Maze.BRICK_SIZE

        self.build(self.points, self.screen)

    def __str__(self): return 'maze(' + self.filename + ')'

    def build(self, points, screen):
        r = self.brick.rect
        rshield = self.shield.rect
        rblue = self.blueportal.rect
        rorange = self.orangeportal.rect
        w, h = r.width, r.height
        dx, dy = self.deltax, self.deltay
        index = 0

        for nrow in range(len(self.rows)):
            row = self.rows[nrow]
            for ncol in range(len(row)):
                col = row[ncol]
                if col == 'X':
                    self.bricks.append(pygame.Rect(ncol * dx, nrow * dy, w, h))
                elif col == 's':
                    self.shields.append(pygame.Rect(ncol * dx, nrow * dy, rshield.width, rshield.height))
                elif col == 'o':
                    self.orangeportal.rect = pygame.Rect(dx + 12, (nrow - 6) * dy, rorange.width, rorange.height)
                elif col == 'b':
                    self.blueportal.rect = pygame.Rect((ncol - 12) * dx, (nrow - 6) * dy, rblue.width, rblue.height)
                elif col == 'p':
                    point = Point(screen)
                    point.x = ncol * dx
                    point.y = nrow * dy
                    point.rect.x = point.x
                    point.rect.y = point.y
                    points.add(point)

    def blitme(self):
        for rect in self.bricks:
            self.screen.blit(self.brick.image, rect)
        for rect in self.shields:
            self.screen.blit(self.shield.image, rect)
        self.orangeportal.blit()
        self.blueportal.blit()
        for point in self.points:
            point.blit()
Exemple #12
0
class RedGhost(Sprite):

    def __init__(self, screen, maze):
        super(RedGhost, self).__init__()
        self.screen = screen.get_rect()
        self.image = ImageRect(screen, "red_left_1", 30, 30)
        self.rect = self.image.rect
        self.rect.x = 300
        self.rect.y = 230
        self.maze = maze
        self.direction = "u"
        self.move = "u"
        self.speed = 5
        self.tick_dead = 30
        self.tick_alive = 10
        self.tick_speed = self.tick_alive
        self.index = 1
        self.dead_index = 1
        self.dead_timer = 1
        self.directions_remain = []
        self.alive = True
        self.eat = False
        self.timer = pygame.time.get_ticks()

    def update(self, maze, screen, pm):
        if gf.ball_stop(self, maze) is False and pygame.time.get_ticks() - self.timer >= self.tick_speed:
            self.timer = pygame.time.get_ticks()
            if self.move == "l":
                self.image.rect.x -= self.speed
                if self.eat is False:
                    file = "red_left_" + str(math.floor(self.index))
                else:
                    file = "eyes_left"
            elif self.move == "r":
                self.image.rect.x += self.speed
                if self.eat is False:
                    file = "red_right_" + str(math.floor(self.index))
                else:
                    file = "eyes_right"
            elif self.move == "d":
                self.image.rect.y += self.speed
                if self.eat is False:
                    file = "red_down_" + str(math.floor(self.index))
                else:
                    file = "eyes_down"
            elif self.move == "u":
                self.image.rect.y -= self.speed
                if self.eat is False:
                    file = "red_up_" + str(math.floor(self.index))
                else:
                    file = "eyes_up"
            else:
                file = "red_left_1"
            self.image = ImageRect(screen, file, 30, 30)
            self.image.rect = self.rect
            if self.index > 2.5:
                self.index = 1
            else:
                self.index += .1

        if self.alive is False and self.eat is False:
            file = "blink_" + str(math.floor(self.dead_index))
            self.image = ImageRect(screen, file, 30, 30)
            self.image.rect = self.rect
            if self.dead_timer > 20:
                self.alive = True
            else:
                self.dead_timer += .05
                if self.dead_timer < 15:
                    if self.dead_index > 2.5:
                        self.dead_index = 1
                    else:
                        self.dead_index += .1
                else:
                    if self.dead_index > 3.5:
                        self.dead_index = 2
                    else:
                        self.dead_index += .1

        if self.alive is True:
            self.tick_speed = self.tick_alive
        elif self.alive is False:
            self.tick_speed = self.tick_dead

        self.self_movement(maze)
        self.dead_collide(pm, maze)

    def self_movement(self, maze):
        if self.move == "u" and self.rect == (300, 230, 30, 30):
            self.move = "l"

        elif 295 < self.rect.x < 305 and 325 < self.rect.y < 335:
            self.move = "u"

        if gf.ball_stop(self, maze) is True and self.eat is False:
            self.check_directions(maze)
            if len(self.directions_remain) == 0:
                self.move = "l"
                self.move = "r"
                self.move = "u"
                self.move = "d"
            else:
                rand = random.choice(self.directions_remain)
                self.move = rand

        if self.eat is True:
            self.check_directions(maze)

            if self.rect.x < 190 and self.rect.y is not 230:
                if "r" in self.directions_remain:
                    self.move = "r"
                elif gf.ball_stop(self, maze):
                    rand = random.choice(self.directions_remain)
                    self.move = rand

            elif self.rect.x > 410 and self.rect.y is not 230:
                if "l" in self.directions_remain:
                    self.move = "l"
                elif gf.ball_stop(self, maze):
                    rand = random.choice(self.directions_remain)
                    self.move = rand

            elif self.rect.y < 230 and self.rect.x is not 300:
                if "d" in self.directions_remain:
                    self.move = "d"
                elif gf.ball_stop(self, maze):
                    rand = random.choice(self.directions_remain)
                    self.move = rand

            elif self.rect.y > 230 and self.rect.x is not 300:
                if "u" in self.directions_remain:
                    self.move = "u"
                elif gf.ball_stop(self, maze):
                    rand = random.choice(self.directions_remain)
                    self.move = rand

            elif self.rect.y is 230 and 190 < self.rect.x < 410:
                if 295 < self.rect.x < 305:
                    self.move = "d"
                elif self.rect.x < 300:
                    self.move = "r"
                elif self.rect.x > 300:
                    self.move = "l"
            else:
                rand = random.choice(self.directions_remain)
                self.move = rand

    def check_directions(self, maze):
        self.directions_remain.clear()
        self.direction = "u"
        if gf.brick_collision(self, maze) is False:
            if self.move is not "d":
                self.directions_remain.append("u")

        self.direction = "d"
        if gf.brick_collision(self, maze) is False:
            if self.move is not "u":
                self.directions_remain.append("d")

        self.direction = "l"
        if gf.brick_collision(self, maze) is False:
            if self.move is not "r":
                self.directions_remain.append("l")

        self.direction = "r"
        if gf.brick_collision(self, maze) is False:
            if self.move is not "l":
                self.directions_remain.append("r")

    def blitme(self):
        self.image.blitme()

    def dead_collide(self, pm, maze):
        if pygame.sprite.collide_rect(self, pm) and self.alive is False:
            if self.alive is False and self.eat is False:
                pm.score += 200
                eat = pygame.mixer.Sound('sounds/eatghost.wav')
                eat.play()
                self.eat = True

        if self.eat is True:
            for lines in maze.lines:
                if lines.colliderect(self):
                    self.eat = False
                    self.alive = True
Exemple #13
0
    def update(self, maze, screen, pm):
        if gf.ball_stop(self, maze) is False and pygame.time.get_ticks() - self.timer >= self.tick_speed:
            self.timer = pygame.time.get_ticks()
            if self.move == "l":
                self.image.rect.x -= self.speed
                if self.eat is False:
                    file = "orange_left_" + str(math.floor(self.index))
                else:
                    file = "eyes_left"
            elif self.move == "r":
                self.image.rect.x += self.speed
                if self.eat is False:
                    file = "orange_right_" + str(math.floor(self.index))
                else:
                    file = "eyes_right"
            elif self.move == "d":
                self.image.rect.y += self.speed
                if self.eat is False:
                    file = "orange_down_" + str(math.floor(self.index))
                else:
                    file = "eyes_down"
            elif self.move == "u":
                self.image.rect.y -= self.speed
                if self.eat is False:
                    file = "orange_up_" + str(math.floor(self.index))
                else:
                    file = "eyes_up"
            else:
                file = "orange_left_1"
            self.image = ImageRect(screen, file, 30, 30)
            self.image.rect = self.rect
            if self.index > 2.5:
                self.index = 1
            else:
                self.index += .1

        if self.alive is False and self.eat is False:
            file = "blink_" + str(math.floor(self.dead_index))
            self.image = ImageRect(screen, file, 30, 30)
            self.image.rect = self.rect
            if self.dead_timer > 20:
                self.alive = True
            else:
                self.dead_timer += .05
                if self.dead_timer < 15:
                    if self.dead_index > 2.5:
                        self.dead_index = 1
                    else:
                        self.dead_index += .1
                else:
                    if self.dead_index > 3.5:
                        self.dead_index = 2
                    else:
                        self.dead_index += .1

        if self.alive is True:
            self.tick_speed = self.tick_alive
        elif self.alive is False:
            self.tick_speed = self.tick_dead

        self.self_movement(maze)
        self.dead_collide(pm, maze)