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)
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)
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)