Esempio n. 1
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class TileUndefined(Tile):
    Sprite = TL.load_sprite(get_path("wall/empty.png"))

    #replace wall/empty.png with your own undefined.png if you want

    def __init__(self):
        super(TileUndefined, self).__init__()
        self.set_sprite(TileUndefined.Sprite)
Esempio n. 2
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class TileWall(Tile):
    Sprite = TL.load_sprite(get_path("wall/wall.png"))

    def __init__(self):
        super(TileWall, self).__init__()
        self.set_sprite(TileWall.Sprite)

    def is_wall(self):
        return True
Esempio n. 3
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class TilePowerPellet(TileFood):
    Sprite = TL.load_sprite(get_path("food/powerpellet.png"))

    def __init__(self):
        super(TilePowerPellet, self).__init__()
        self.reset()

    def eat(self):
        self.set_sprite(TileEmpty.Sprite)
        self.score_value = 0
        self.edible = False

    def reset(self):
        self.set_sprite(TilePowerPellet.Sprite)
        self.score_value = 50
        self.edible = True
Esempio n. 4
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class TileFood(Tile):
    Sprite = TL.load_sprite(get_path("food/food.png"))

    def __init__(self):
        super(TileFood, self).__init__()
        self.reset()

    def eat(self):
        self.set_sprite(TileEmpty.Sprite)
        self.score_value = 0
        self.edible = False

    def reset(self):
        self.set_sprite(TileFood.Sprite)
        self.score_value = 10
        self.edible = True
Esempio n. 5
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    def loadMap(self, path):
        self.maze = Maze()

        self.player = []
        self.ghosts = []
        self.maze.load_map(self, path, self.player, self.ghosts)

        self.player = self.player[-1]

        n = 100
        c, r = self.maze.get_max_cols(), self.maze.get_max_rows() + 1
        k = max(c, r) + 1

        self.frame = TL.Frame().resize(n * k,
                                       n * k).set_tile_scale(n, n).set_pos(
                                           Vec(0.5, 0.5))
        self.frame.set_renderer(self.renderer)

        self.icons_lives = []

        x = 0
        for i in ["player/0.png"] * 3:
            self.icons_lives.append(
                Icon(TL.load_sprite(get_path(i))).set_pos(Vec(x, r - 1)))
            x += 1

        for i in [self.maze] + self.ghosts + [self.player] + self.icons_lives:
            self.frame.add_child(i)

        self.ghost_home = []
        for i in self.ghosts:
            self.ghost_home.append(i.pos)

        self.update_player_search_matrix()
        self.home_search_matrix = search_dijkstra(self.ghost_home,
                                                  self.maze.get_max_rows(),
                                                  self.maze.get_max_cols(),
                                                  self.maze.get_adj_nodes)
        self.respawn_entities()
Esempio n. 6
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class Ghost(Mover):
    dir_path = ["right", "up", "left", "down"]
    Sprite_Eyes = [
        TL.load_sprite(get_path("eyes/eyes_" + i + ".png")) for i in dir_path
    ]
    Sprite_Edible = [
        TL.load_sprite_animation(get_path("chase_" + i)).set_length(500)
        for i in dir_path
    ]

    CHASE = 0
    EDIBLE = 1
    EATEN = 2

    def __init__(self, parent):
        super(Ghost, self).__init__(parent)
        self.mid = 350
        self.len_interv = 400

        self.chase_vel = 0.07
        self.fright_vel = 0.04
        self.scatter_vel = 0.04
        self.home_vel = 0.30

        self.score_value = 1000
        self.t = 0

        if not hasattr(self, 'sprite_normal'):
            k = ["blink", "ink", "clyde", "shadow"][random.randint(0, 3)] + "_"
            self.sprite_normal = [
                TL.load_sprite_animation(get_path(k + i)).set_length(250)
                for i in Ghost.dir_path
            ]

    def respawn(self):
        self.update_scatter_matrix()

        self.pos = self.spawn_pos
        self.set_sprite(self.sprite_normal[-1])
        self.state = Ghost.CHASE
        self._next_pos = Vec(0, 0)
        self.t = 0

        return self

    def set_pos(self, pos=Vec(0, 0)):
        super(Ghost, self).set_pos(pos)
        self.spawn_pos = pos
        return self

    def get_angle_index(self):
        return int(abs(4 - round(2 * self.vel.angle() / math.pi))) % 4

    def get_direction(self, search_matrix):
        ds = (self.pos - self._next_pos).apply(round).apply(abs)

        if (ds.x < 0.01 or 1 <= ds.x) and (ds.y < 0.01 or 1 <= ds.y):
            i, j = self.pos.apply(round).apply(int)
            pos_lst = search_matrix[i][j]

            if pos_lst != [] and pos_lst != None:
                if isinstance(pos_lst, list):
                    i, j = pos_lst[0]
                else:
                    i, j = pos_lst

                self._next_pos = Vec(i, j)
            else:
                self._next_pos = self.pos

        return (self._next_pos - self.pos).norm()

    def update_scatter_matrix(self):
        maze = self.parent.get_maze()
        r, c = maze.get_max_cols(), maze.get_max_rows()

        self.scatter_pos = self.pos
        while maze.get_tile(self.scatter_pos).is_wall() or (
                self.pos - self.scatter_pos).mag_manhattan() < 1:
            self.scatter_pos = Vec(random.randint(0, r - 1),
                                   random.randint(0, c - 1))

        self.scatter_matrix = search_dijkstra(
            [self.scatter_pos], c, r,
            self.parent.get_maze().get_adj_nodes)

    def chase(self):
        phase = self.t % self.len_interv
        vel = Vec(0, 0)

        if phase < self.mid:
            vel = self.get_direction(
                self.parent.player_search_matrix) * self.chase_vel
        elif phase == self.mid:
            self.update_scatter_matrix()
        else:
            if (self.scatter_pos - self.pos).mag_manhattan() < 1:
                self.update_scatter_matrix()

            vel = self.get_direction(self.scatter_matrix) * self.scatter_vel

        self.set_vel(vel)

    def retreat(self):
        if (self.scatter_pos - self.pos).mag_manhattan() < 1:
            self.update_scatter_matrix()

        self.set_vel(
            self.get_direction(self.scatter_matrix) * self.scatter_vel)

    def update(self):
        super(Ghost, self).update()

        if self.state == Ghost.CHASE:
            self.set_sprite(self.sprite_normal[self.get_angle_index()])
            self.chase()
        elif self.state == Ghost.EDIBLE:
            self.set_sprite(Ghost.Sprite_Edible[self.get_angle_index()])
            self.retreat()
        elif self.state == Ghost.EATEN:
            self.set_sprite(Ghost.Sprite_Eyes[self.get_angle_index()])
            self.set_vel(
                self.get_direction(self.parent.home_search_matrix) *
                self.home_vel)

            if isinstance(
                    self.parent.get_maze().get_tile(self.pos.apply(round)),
                    TileGhostHome):
                self.state = Ghost.CHASE

        self.t += 1

    def get_eaten(self, player):
        if (self.pos - self.parent.player.pos).mag_chebyshev() < 1:
            if self.state == Ghost.CHASE:
                player.get_eaten()
            elif self.state == Ghost.EDIBLE:
                self.state = Ghost.EATEN

                if not self.parent.sound_eatghost.isPlaying():
                    self.parent.sound_eatghost.rewind()
                    self.parent.sound_eatghost.play()
                return 1000
        return 0

    def become_edible(self):
        if self.state == Ghost.CHASE:
            self.state = Ghost.EDIBLE
        return self

    def become_inedible(self):
        if self.state == Ghost.EDIBLE:
            self.state = Ghost.CHASE
        return self
Esempio n. 7
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class TileGhostHome(Tile):
    Sprite = TL.load_sprite(get_path("wall/empty.png"))

    def __init__(self):
        super(TileGhostHome, self).__init__()
        self.set_sprite(TileGhostHome.Sprite)