Esempio n. 1
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    def intro_animation(self):
        global animation_count
        animation_count += 1

        if animation_count <= 200:
            self.Blinky = Blinky(self.screen, 450, 400, result())
            self.Blinky.update()
            self.Blinky.blitme()
            self.titleBlinky.draw(self.screen)
        elif animation_count <= 400:
            self.Pinky = Pinky(self.screen, 450, 400)
            self.Pinky.update()
            self.Pinky.blitme()
            self.titlePinky.draw(self.screen)
        elif animation_count <= 600:
            self.Inkey = Inkey(self.screen, 450, 400)
            self.Inkey.update()
            self.Inkey.blitme()
            self.titleInkey.draw(self.screen)
        elif animation_count <= 800:
            self.Clyde = Clyde(self.screen, 450, 400)
            self.Clyde.update()
            self.Clyde.blitme()
            self.titleClyde.draw(self.screen)
        else:
            animation_count = 0
Esempio n. 2
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    def __init__(self, surface, width=480, height=960, tile=Lavel("pac.txt")):
        # initializ

        self.main_surface = surface
        self.surface_width = width
        self.surface_height = height
        self.cell_width = 20
        self.cell_height = 20
        self.gamestate = 'Play'
        self.exitgame = False
        self.levelTile = tile.listOfLines
        Resources.gridImg = pygame.transform.scale(Resources.gridImg,
                                                   (560, 620))
        self.speed = 4  # speed per px
        self.score = 0
        self.fps = 100
        self.scrfont = pygame.font.SysFont("comicsansms", 16)
        self.scorefont = pygame.font.SysFont("comicsansms", 16)
        self.played = False

        self.player = Player(surface, 14 * self.cell_width,
                             23 * self.cell_height, tile, pacmanImg)
        self.blinky = Blinky(surface, 12 * self.cell_width,
                             11 * self.cell_height, tile, blinkyImg)
        self.pinky = Pinky(surface, 12 * self.cell_width,
                           11 * self.cell_height, tile, pinkyImg)
        self.clyde = Clyde(surface, 15 * self.cell_width,
                           11 * self.cell_height, tile, clydeImg)
        self.inky = Inky(surface, 15 * self.cell_width, 11 * self.cell_height,
                         tile, inkyImg)

        self.font = pygame.font.SysFont("arial", 14)
Esempio n. 3
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    def draw_chars(self, level):
        for x in range(len(level)):
            for y in range(len(level[x])):
                for z in range(len(level[x][y])):
                    character = level[x][y][z]
                    x_pos = 810 - (z * 15)
                    y_pos = 90 + (x * 15)

                    if character == "M":
                        self.player = Player(self.screen, x_pos, y_pos - 3)
                        self.player_group.add(self.player)
                    if character == "B":
                        self.Blinky = Blinky(self.screen, x_pos, y_pos,
                                             self.level)
                        self.Blinky_g.add(self.Blinky)
                    if character == "I":
                        self.Inkey = Inkey(self.screen, x_pos, y_pos)
                        self.Inkey_g.add(self.Inkey)
                    if character == "P":
                        self.Pinky = Pinky(self.screen, x_pos, y_pos)
                        self.Pinky_g.add(self.Pinky)
                    if character == "C":
                        self.Clyde = Clyde(self.screen, x_pos, y_pos)
                        self.Clyde_g.add(self.Clyde)
        self.ghost_group.add(self.Blinky_g, self.Clyde_g, self.Pinky_g,
                             self.Inkey_g)
Esempio n. 4
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    def start_menu_init(self):
        self.player = Player(self.screen, 0, 350)
        self.player_group.add(self.player)
        self.pellet = Power(self.screen, 850, 340)
        self.pellet_group.add(self.pellet)

        self.Blinky = Blinky(self.screen, -50, 350, result())
        self.Inkey = Inkey(self.screen, -100, 350)
        self.Pinky = Pinky(self.screen, -150, 350)
        self.Clyde = Clyde(self.screen, -200, 350)
Esempio n. 5
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class Game():
    def __init__(self, surface, width=480, height=960, tile=Lavel("pac.txt")):
        # initializ

        self.main_surface = surface
        self.surface_width = width
        self.surface_height = height
        self.cell_width = 20
        self.cell_height = 20
        self.gamestate = 'Play'
        self.exitgame = False
        self.levelTile = tile.listOfLines
        Resources.gridImg = pygame.transform.scale(Resources.gridImg,
                                                   (560, 620))
        self.speed = 4  # speed per px
        self.score = 0
        self.fps = 100
        self.scrfont = pygame.font.SysFont("comicsansms", 16)
        self.scorefont = pygame.font.SysFont("comicsansms", 16)
        self.played = False

        self.player = Player(surface, 14 * self.cell_width,
                             23 * self.cell_height, tile, pacmanImg)
        self.blinky = Blinky(surface, 12 * self.cell_width,
                             11 * self.cell_height, tile, blinkyImg)
        self.pinky = Pinky(surface, 12 * self.cell_width,
                           11 * self.cell_height, tile, pinkyImg)
        self.clyde = Clyde(surface, 15 * self.cell_width,
                           11 * self.cell_height, tile, clydeImg)
        self.inky = Inky(surface, 15 * self.cell_width, 11 * self.cell_height,
                         tile, inkyImg)

        self.font = pygame.font.SysFont("arial", 14)

    def gameInputs(self):

        ev = pygame.event.poll()
        if ev.type == pygame.QUIT:
            self.exitgame = True

        if ev.type == pygame.KEYDOWN:
            key = ev.dict["key"]
            if key == pygame.K_LEFT:
                self.player.move(vec(-1, 0))
            if key == pygame.K_RIGHT:
                self.player.move(vec(1, 0))
            if key == pygame.K_UP:
                self.player.move(vec(0, -1))
            if key == pygame.K_DOWN:
                self.player.move(vec(0, 1))

    def move(self):
        pass

    def logic(self):

        if self.player.pos.x % 20 == 0 and self.player.pos.y % 20 == 0:

            self.blinky.logic(self.player.pos.x / self.cell_width,
                              self.player.pos.y / self.cell_height)
            self.pinky.logic(self.player.pos.x / self.cell_width,
                             self.player.pos.y / self.cell_height,
                             self.player.direction)
            self.clyde.logic(self.player.pos.x / self.cell_width,
                             self.player.pos.y / self.cell_height)

            self.inky.blinky_pos_x = self.blinky.pos.x / self.cell_width
            self.inky.blinky_pos_y = self.blinky.pos.y / self.cell_height
            self.inky.logic(self.player.pos.x / self.cell_width,
                            self.player.pos.y / self.cell_height,
                            self.player.direction)

            if self.levelTile[int(self.player.pos.y / 20)][int(
                    self.player.pos.x / 20)] == 2:
                self.levelTile[int(self.player.pos.y / 20)][int(
                    self.player.pos.x / 20)] = 0
                self.score += 10

            if self.levelTile[int(self.player.pos.y / 20)][int(
                    self.player.pos.x / 20)] == 3:
                self.levelTile[int(self.player.pos.y / 20)][int(
                    self.player.pos.x / 20)] = 0
                self.score += 50

                self.inky.mode = 3
                self.clyde.mode = 3
                self.pinky.mode = 3
                self.blinky.mode = 3

    def update(self):
        self.player.update()
        self.blinky.update()
        self.pinky.update()
        self.inky.update()
        self.clyde.update()
        pass

    def draw(self):
        count = 0
        print(len(self.levelTile))
        print(len(self.levelTile[0]))

        self.main_surface.blit(Resources.gridImg, (0, 0))

        for i in range(len(self.levelTile)):
            for j in range(len(self.levelTile[0])):

                if self.levelTile[i][j] == 2:
                    pygame.draw.circle(self.main_surface, (Resources.white),
                                       (30 + (j - 1) * self.cell_width, 30 +
                                        (i - 1) * self.cell_height), 2)
                if self.levelTile[i][j] == 3:
                    pygame.draw.circle(self.main_surface, (Resources.white),
                                       (30 + (j - 1) * self.cell_width, 30 +
                                        (i - 1) * self.cell_height), 7)

        #draws the players pos
        self.player.draw()
        self.inky.draw()
        self.clyde.draw()
        self.pinky.draw()
        self.blinky.draw()

        score_text = self.scrfont.render("SCORE :", True, Resources.white)
        self.main_surface.blit(score_text, (20, 622))

        pygame.draw.rect(self.main_surface, (0, 0, 0),
                         (score_text.get_width() + 20, 622, 50, 25))
        score_value = self.scorefont.render(str(self.score), True,
                                            Resources.yellow)
        self.main_surface.blit(score_value, (score_text.get_width() + 25, 622))
        pygame.display.update()
Esempio n. 6
0
class MainLoop(object):
    def __init__(self):
        pygame.init()

        self.clock = time.Clock()
        self.screen = SCREEN
        pygame.display.set_caption('PacMan')

        # Images
        self.background = pygame.transform.scale(
            pygame.image.load('images/wallpaper.jpg'),
            (SCREEN_W, SCREEN_H + 20))
        self.shield = pygame.transform.scale(image.load('images/shield.png'),
                                             (15, 25))

        # Texts
        self.titleText = Text(titleFONT, 70, 'PacMan', YELLOW, 255, 125)
        self.titleText1 = Text(FONT, 25, 'Press "P" to play', YELLOW, 320, 215)
        self.titleText2 = Text(FONT, 25, 'Press "H" to see high scores',
                               YELLOW, 240, 615)

        self.titleBlinky = Text(FONT, 50, 'Blinky', RED, 350, 475)
        self.titleInkey = Text(FONT, 50, 'Inkey', CYAN, 370, 475)
        self.titlePinky = Text(FONT, 50, 'Pinky', PINK, 370, 475)
        self.titleClyde = Text(FONT, 50, 'Clyde', ORANGE, 370, 475)

        self.hsText = Text(FONT, 60, 'High Scores', YELLOW, 200, 125)
        self.hsText1 = Text(FONT, 25, 'Press "ESC" to go back', YELLOW, 230,
                            615)
        self.hsInGame = Text(FONT, 20, 'Score: ', YELLOW, 695, 65)
        self.levelText = Text(FONT, 20, 'Level: ', YELLOW, 90, 65)
        self.loseText = Text(FONT, 70, 'GAME OVER', YELLOW, 255, 125)

        # Menus
        self.mainScreen = True
        self.highScore = False
        self.startGame = False
        self.gameOver = False

        # Groups
        self.vertical_wall = Group()
        self.horizontal_wall = Group()
        self.corner_wall = Group()
        self.shield = Group()
        self.pellet_group = Group()
        self.pellet_group_initial = Group()
        self.player_group = Group()
        self.fruit_group = Group()

        self.Blinky_g = Group()
        self.Inkey_g = Group()
        self.Pinky_g = Group()
        self.Clyde_g = Group()
        self.ghost_group = Group(self.Blinky_g, self.Inkey_g, self.Pinky_g,
                                 self.Clyde_g)

        self.power_group = Group()
        self.node_group = Group()
        self.portal_groupO = Group()
        self.portal_groupB = Group()

        # Make python happy
        self.score = 0
        self.level = 1
        self.lives = 3
        self.sounds = None
        self.noteIndex = None
        self.player = None
        self.Blinky = None
        self.Inkey = None
        self.Pinky = None
        self.Clyde = None
        self.wall = None
        self.pellet = None

        # Testing
        self.nodes = NodeGroup(0, 0)
        self.position = None

    def reset(self):
        self.score = 0
        self.level = 1
        self.lives = 3
        self.player = None
        self.Blinky = None
        self.Inkey = None
        self.Pinky = None
        self.Clyde = None
        self.pellet_group.empty()
        self.player_group.empty()
        self.ghost_group.empty()
        self.fruit_group.empty()
        self.pellet = None

    def set_position(self):
        self.position = self.nodes.nodeList[0]

    def create_audio(self):
        self.sounds = {}

        for sound_name in ['pacman_chomp', 'pacman_beginning', 'pacman_death']:
            self.sounds[sound_name] = mixer.Sound('sounds/' +
                                                  '{}.wav'.format(sound_name))
            self.sounds[sound_name].set_volume(0.1)

        self.noteIndex = 0

    def draw_pellets(self, level):
        for x in range(len(level)):
            for y in range(len(level[x])):
                for z in range(len(level[x][y])):
                    character = level[x][y][z]
                    x_pos = 810 - (z * 15)
                    y_pos = 90 + (x * 15)

                    if character == "-":
                        self.pellet_group.add(Pellet(self.screen, x_pos,
                                                     y_pos))
                        self.pellet_group_initial.add(
                            Pellet(self.screen, x_pos, y_pos))
                    if character == "|":
                        self.pellet_group.add(Pellet(self.screen, x_pos,
                                                     y_pos))
                        self.pellet_group_initial.add(
                            Pellet(self.screen, x_pos, y_pos))
                    if character == "N":
                        self.pellet_group.add(Pellet(self.screen, x_pos,
                                                     y_pos))
                        self.pellet_group_initial.add(
                            Pellet(self.screen, x_pos, y_pos))
                    if character == "F":
                        select = random.randint(1, 3)
                        self.fruit_group.add(
                            Fruits(self.screen, x_pos, y_pos, select))

    def draw_chars(self, level):
        for x in range(len(level)):
            for y in range(len(level[x])):
                for z in range(len(level[x][y])):
                    character = level[x][y][z]
                    x_pos = 810 - (z * 15)
                    y_pos = 90 + (x * 15)

                    if character == "M":
                        self.player = Player(self.screen, x_pos, y_pos - 3)
                        self.player_group.add(self.player)
                    if character == "B":
                        self.Blinky = Blinky(self.screen, x_pos, y_pos,
                                             self.level)
                        self.Blinky_g.add(self.Blinky)
                    if character == "I":
                        self.Inkey = Inkey(self.screen, x_pos, y_pos)
                        self.Inkey_g.add(self.Inkey)
                    if character == "P":
                        self.Pinky = Pinky(self.screen, x_pos, y_pos)
                        self.Pinky_g.add(self.Pinky)
                    if character == "C":
                        self.Clyde = Clyde(self.screen, x_pos, y_pos)
                        self.Clyde_g.add(self.Clyde)
        self.ghost_group.add(self.Blinky_g, self.Clyde_g, self.Pinky_g,
                             self.Inkey_g)

    def draw_map(self, level):
        for row in range(len(level)):
            for y in range(len(level[row])):
                for col in range(len(level[row][y])):
                    character = level[row][y][col]
                    x_pos = 810 - (col * 15)
                    y_pos = 90 + (row * 15)

                    if character == "0":
                        self.vertical_wall.add(Wall(self.screen, x_pos, y_pos))
                    if character == "H":
                        self.horizontal_wall.add(
                            Wall(self.screen, x_pos, y_pos))
                    if character == "S":
                        self.shield.add(Shield(self.screen, x_pos, y_pos))
                    if character == "+":
                        self.power_group.add(
                            Power(self.screen, x_pos - 12, y_pos - 12))
                    if character == "N":
                        self.node_group.add(NodeGroup(x_pos + 15, y_pos + 15))
                    if character == "@":
                        self.portal_groupO.add(
                            PortalO(self.screen, x_pos, y_pos))
                    if character == "$":
                        self.portal_groupB.add(
                            PortalB(self.screen, x_pos, y_pos))

    def get_pathing(self):
        if pygame.sprite.groupcollide(self.player_group, self.node_group,
                                      False, False):
            # print(self.player.rect.centerx)
            pass

    def key_presses(self):
        for events in pygame.event.get():
            if events.type == pygame.QUIT:
                exit()
            if pygame.key.get_pressed()[pygame.K_RIGHT]:
                self.player.speedx = 3
                self.player.moving_right = True
                self.player.moving_left = False
                self.player.moving_up = False
                self.player.moving_down = False
            if pygame.key.get_pressed()[pygame.K_LEFT]:
                self.player.speedx = 3
                self.player.moving_right = False
                self.player.moving_left = True
                self.player.moving_up = False
                self.player.moving_down = False
            if pygame.key.get_pressed()[pygame.K_UP]:
                self.player.speedy = 3
                self.player.moving_right = False
                self.player.moving_left = False
                self.player.moving_up = True
                self.player.moving_down = False
            if pygame.key.get_pressed()[pygame.K_DOWN]:
                self.player.speedy = 3
                self.player.moving_right = False
                self.player.moving_left = False
                self.player.moving_up = False
                self.player.moving_down = True

    def check_ghost_collision(self):
        if pygame.sprite.groupcollide(self.Blinky_g, self.vertical_wall, False,
                                      False):
            self.Blinky.speedx = 0
        elif pygame.sprite.groupcollide(self.Blinky_g, self.horizontal_wall,
                                        False, False):
            self.Blinky.speedy = 0

        elif pygame.sprite.groupcollide(self.Pinky_g, self.vertical_wall,
                                        False, False):
            self.Pinky.speedx = 0
        elif pygame.sprite.groupcollide(self.Pinky_g, self.horizontal_wall,
                                        False, False):
            self.Pinky.speedy = 0

        elif pygame.sprite.groupcollide(self.Inkey_g, self.vertical_wall,
                                        False, False):
            self.Inkey.speedx = 0
        elif pygame.sprite.groupcollide(self.Inkey_g, self.horizontal_wall,
                                        False, False):
            self.Inkey.speedy = 0

        elif pygame.sprite.groupcollide(self.Clyde_g, self.vertical_wall,
                                        False, False):
            self.Clyde.speedx = 0
        elif pygame.sprite.groupcollide(self.Clyde_g, self.horizontal_wall,
                                        False, False):
            self.Clyde.speedy = 0

    def check_events(self):
        self.key_presses()
        self.get_pathing()
        self.check_ghost_collision()
        if pygame.sprite.groupcollide(self.player_group, self.pellet_group,
                                      False, True):
            self.sounds['pacman_chomp'].play()
            self.score += 10
        if pygame.sprite.groupcollide(self.player_group, self.fruit_group,
                                      False, True):
            self.sounds['pacman_chomp'].play()
            self.score += 200

        elif pygame.sprite.groupcollide(self.player_group, self.vertical_wall,
                                        False, False):
            self.player.speedx = 0
            if self.player.moving_right:
                self.player.rect.centerx -= 1
            elif self.player.moving_left:
                self.player.rect.centerx += 1
        elif pygame.sprite.groupcollide(self.player_group,
                                        self.horizontal_wall, False, False):
            self.player.speedy = 0
            if self.player.moving_up:
                self.player.rect.y += 1
            elif self.player.moving_down:
                self.player.rect.y -= 1

        elif pygame.sprite.groupcollide(self.player_group, self.portal_groupB,
                                        False, False):
            self.player.rect.centerx = 100
        elif pygame.sprite.groupcollide(self.player_group, self.portal_groupO,
                                        False, False):
            self.player.rect.centerx = 750

        elif pygame.sprite.groupcollide(self.player_group, self.power_group,
                                        False, True):
            self.sounds['pacman_chomp'].play()
            self.score += 50

        elif pygame.sprite.groupcollide(self.player_group, self.ghost_group,
                                        False, False):
            self.sounds['pacman_death'].play()
            if self.lives <= 0:
                high_score_file = open('highscores.txt', 'a')
                high_score_file.write('\n' + 'You,' + str(self.score))
                high_score_file.close()
                self.reset()
                self.startGame = False
                self.gameOver = True
            else:
                self.lives -= 1
                self.ghost_group.empty()
                self.player_group.empty()
                self.draw_chars(result())

        if len(self.pellet_group) == len(self.pellet_group_initial) / 2:
            self.Blinky.speedx += 1
            self.Blinky.speedy += 1
        if len(self.pellet_group) <= 0:
            self.level += 1
            self.draw_chars(result())
            self.draw_pellets(result())
            self.sounds['pacman_beginning'].play()

    def draw_screen(self):
        self.check_events()
        self.Blinky.blinky_ai()
        self.check_events()
        self.Blinky.update()
        self.Blinky.blitme()

        self.check_events()
        self.Pinky.blinky_ai()
        self.check_events()
        self.Pinky.update()
        self.Pinky.blitme()

        self.check_events()
        self.Inkey.blinky_ai()
        self.check_events()
        self.Inkey.update()
        self.Inkey.blitme()

        self.check_events()
        self.Clyde.blinky_ai()
        self.check_events()
        self.Clyde.update()
        self.Clyde.blitme()

        self.player.update()
        self.player.blitme()

    def draw_stuff(self):
        self.screen.blit(self.background, (0, 0))
        self.hsInGame.draw(self.screen)
        Text(FONT, 20, str(self.score), YELLOW, 790, 67).draw(self.screen)
        self.levelText.draw(self.screen)
        Text(FONT, 20, str(self.level), YELLOW, 170, 67).draw(self.screen)

        scores = []
        with open('highscores.txt') as f:
            for line in f:
                name, score = line.split(',')
                score = int(score)
                scores.append((name, score))
        scores = sorted(scores, key=itemgetter(1), reverse=True)[:1]
        for name, score in scores:
            Text(FONT, 20, 'HighScore: ' + str(score), YELLOW, 355,
                 67).draw(self.screen)

    def intro_animation(self):
        global animation_count
        animation_count += 1

        if animation_count <= 200:
            self.Blinky = Blinky(self.screen, 450, 400, result())
            self.Blinky.update()
            self.Blinky.blitme()
            self.titleBlinky.draw(self.screen)
        elif animation_count <= 400:
            self.Pinky = Pinky(self.screen, 450, 400)
            self.Pinky.update()
            self.Pinky.blitme()
            self.titlePinky.draw(self.screen)
        elif animation_count <= 600:
            self.Inkey = Inkey(self.screen, 450, 400)
            self.Inkey.update()
            self.Inkey.blitme()
            self.titleInkey.draw(self.screen)
        elif animation_count <= 800:
            self.Clyde = Clyde(self.screen, 450, 400)
            self.Clyde.update()
            self.Clyde.blitme()
            self.titleClyde.draw(self.screen)
        else:
            animation_count = 0

    def start_menu_chase(self):
        if len(self.pellet_group) != 0:
            self.player.moving_right = True
            self.Blinky.moving_right = True
            self.Inkey.moving_right = True
            self.Pinky.moving_right = True
            self.Clyde.moving_right = True

        if pygame.sprite.groupcollide(self.player_group, self.pellet_group,
                                      False, True):
            self.player.moving_right = False
            self.player.moving_left = True

            self.Blinky.moving_right = False
            self.Blinky.power = True
            self.Inkey.moving_right = False
            self.Inkey.power = True
            self.Pinky.moving_right = False
            self.Pinky.power = True
            self.Clyde.moving_right = False
            self.Clyde.power = True

            self.Blinky.moving_left = True
            self.Inkey.moving_left = True
            self.Pinky.moving_left = True
            self.Clyde.moving_left = True

        self.Blinky.update()
        self.Pinky.update()
        self.Inkey.update()
        self.Clyde.update()

        self.Pinky.blitme()
        self.Inkey.blitme()
        self.Clyde.blitme()
        self.Blinky.blitme()

        self.player.update()
        self.player.blitme()
        self.pellet_group.update()

    def start_menu_init(self):
        self.player = Player(self.screen, 0, 350)
        self.player_group.add(self.player)
        self.pellet = Power(self.screen, 850, 340)
        self.pellet_group.add(self.pellet)

        self.Blinky = Blinky(self.screen, -50, 350, result())
        self.Inkey = Inkey(self.screen, -100, 350)
        self.Pinky = Pinky(self.screen, -150, 350)
        self.Clyde = Clyde(self.screen, -200, 350)

    def main(self):
        count = 0
        self.create_audio()
        self.start_menu_init()
        while True:
            # Main Screen Menu
            if self.mainScreen:
                count += 1
                self.screen.blit(self.background, (0, 0))
                self.titleText.draw(self.screen)
                self.titleText1.draw(self.screen)
                self.titleText2.draw(self.screen)

                if count <= 700:
                    self.start_menu_chase()
                elif count <= 1500:
                    self.intro_animation()
                else:
                    self.start_menu_init()
                    count = 0

                pygame.display.update()
                for events in pygame.event.get():
                    if events.type == pygame.QUIT:
                        exit()
                    if pygame.key.get_pressed()[pygame.K_h]:
                        print('Accessing high scores...')
                        self.screen.blit(self.background, (0, 0))
                        scores = []
                        x = 0
                        with open('highscores.txt') as f:
                            for line in f:
                                name, score = line.split(',')
                                score = int(score)
                                scores.append((name, score))
                        scores = sorted(scores,
                                        key=itemgetter(1),
                                        reverse=True)[:10]
                        for name, score in scores:
                            if name == 'You':
                                Text(FONT, 15, name + ': ' + str(score), RED,
                                     195, 230 + (35 * x)).draw(self.screen)
                            else:
                                Text(FONT, 15, name + ': ' + str(score),
                                     YELLOW, 195,
                                     230 + (35 * x)).draw(self.screen)
                            pygame.display.update()
                            x += 1
                        self.mainScreen = False
                        self.highScore = True
                    if pygame.key.get_pressed()[pygame.K_p]:
                        self.mainScreen = False
                        self.startGame = True
                        self.reset()
                        print('Starting game...')
                        self.draw_chars(result())
                        self.draw_map(result())
                        self.draw_pellets(result())

                        self.set_position()
                        # self.player = Player(self.screen, self.position.x, self.position.y - 15)
                        # self.player_group.add(self.player)
                        self.sounds['pacman_beginning'].play()

            # High Score Menu
            elif self.highScore:
                self.hsText.draw(self.screen)
                self.hsText1.draw(self.screen)
                pygame.display.update()
                for events in pygame.event.get():
                    if events.type == pygame.QUIT:
                        exit()
                    if pygame.key.get_pressed()[pygame.K_ESCAPE]:
                        print('Returning to Main menu...')
                        self.mainScreen = True
                        self.highScore = False
                    if pygame.key.get_pressed()[pygame.K_p]:
                        print('Starting game...')
                        self.highScore = False
                        self.startGame = True

            # Start Game
            elif self.startGame:
                self.draw_stuff()

                # self.nodes.render(self.screen)

                self.vertical_wall.draw(self.screen)
                self.horizontal_wall.draw(self.screen)
                self.pellet_group.draw(self.screen)
                self.fruit_group.draw(self.screen)
                self.shield.draw(self.screen)
                self.power_group.draw(self.screen)
                self.portal_groupO.draw(self.screen)
                self.portal_groupB.draw(self.screen)
                self.draw_screen()
                self.check_events()
                pygame.display.update()

            # Game Over Menu
            elif self.gameOver:
                self.reset()
                self.screen.blit(self.background, (0, 0))
                self.loseText.draw(self.screen)
                self.hsText1.draw(self.screen)
                pygame.display.update()
                for events in pygame.event.get():
                    if events.type == pygame.QUIT:
                        exit()
                    if pygame.key.get_pressed()[pygame.K_ESCAPE]:
                        print('Returning to Main menu...')
                        self.mainScreen = True
                        self.highScore = False
                        self.gameOver = False
Esempio n. 7
0
	def __init__(self,x,y):
		self.arena=[[Tile("Space") for row in range(y)] for col in range(x)]
		if(x%2==0 or y%2==0):
			raise Exception("Mazes  must have odd width and height")
		self.x=x
		self.y=y
		self.freq=.5
		self.pacman=Pacman()
		self.ghosts=[Blinky.Blinky(),Pinky.Pinky(),Inky.Inky(),Clyde.Clyde()]
		self.__setPacmanPos(1,1)
		
		#seed(5)

		wallpositions=[]
		for i in range(y): #set left and right walls
			self.arena[0][i].type="Wall"
			self.arena[x-1][i].type="Wall"

		for i in range(x): #set top and bottom walls
			self.arena[i][0].type="Wall"
			self.arena[i][y-1].type="Wall"

		for i in range(1,x-1): #set walls randomly
			for j in range(1,y-1):
				if i%2==0 and j%2==0:
					self.arena[i][j].type="Wall"

				elif random()<=self.freq:
					self.arena[i][j].type="Wall"
					wallpositions.append((i,j))

		for i in range(1,self.x,2):
			for j in range(1,self.y,2): #visit all odd tiles
				#print("x,y",i,j)
				self.arena[i][j].type="Space"
				#print("Tile:",i,j,"\n\n")
				wallCount=0
				adjacentPositions=[]
				if self.arena[i-1][j].getType()=="Wall":
					wallCount+=1
					if(not(i-1<=0 or j<=0 or j>=y-1 or i-1>=x-1)):
						adjacentPositions.append((i-1,j))
				if self.arena[i+1][j].getType()=="Wall":
					wallCount+=1
					#print("x:",i+1,"y:",j)
					if(not(j<=0 or i+1>=x-1 or j>=y-1 or i+1<=0)):
						adjacentPositions.append((i+1,j))
				if self.arena[i][j-1].getType()=="Wall":
					wallCount+=1
					if(not(i<=0 or j-1<=0 or i>=x-1 or j-1>=y-1)):
						adjacentPositions.append((i,j-1))
				if self.arena[i][j+1].getType()=="Wall":
					wallCount+=1
					if(not(i<=0 or j+1<=0 or i>=x-1 or j+1>=y-1)):
						#print("a",i,j+1)
						adjacentPositions.append((i,j+1))


				#print(adjacentPositions)

				desiredWallCount=randint(2,2)
				#print("Desired Walls",desiredWallCount)
				while(wallCount>desiredWallCount): #randomly remove adjacent walls until they hit the max allowed number (2)
					#print("Adjacent Walls:",adjacentPositions)
					#print(i,j,len(adjacentPositions))
					if(not(adjacentPositions)):
						break
					try:
						toRemove=randint(0,len(adjacentPositions)-1)
					except ValueError: #if len(adjacentPositions) is 1, just remove the only item
						toRemove=0
					#print("Removed index",toRemove)
					#print(adjacentPositions[toRemove])
					n,m=adjacentPositions[toRemove]
					self.arena[n][m].type="Space"
					adjacentPositions.pop(toRemove)
					wallCount-=1

		for i in range(1,self.x-1):
			for j in range(1,self.y-1):
				if self.arena[i][j].type=="Space":
					self.arena[i][j].type="Dot"