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nodes.py
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nodes.py
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import pygame
from vectors import Vector2D
from constants import *
from stacks import Stack
from numpy import loadtxt
class Node(object):
def __init__(self, row, column):
self.row, self.column = row, column
self.position = Vector2D(column*WIDTH, row*HEIGHT)
self.neighbors = {UP:None, DOWN:None, LEFT:None, RIGHT:None}
self.portalNode = None
self.home = False
self.nowayUp = False
def render(self, screen):
for n in self.neighbors.keys():
if self.neighbors[n] is not None:
pygame.draw.line(screen, WHITE, self.position.toTuple(),
self.neighbors[n].position.toTuple(), 4)
pygame.draw.circle(screen, RED, self.position.toTuple(), 12)
class NodeGroup(object):
def __init__(self, level):
self.level = level
self.nodeList = []
self.grid = None
self.nodeStack = Stack()
#self.createNodeList(MAZEDATA[level]["file"], self.nodeList)
self.homeList = []
self.nodeSymbols = ["+", "n", "N", "M", "H", "F"]
self.createMainList()
self.createHomeList()
def createMainList(self):
self.createNodeList(MAZEDATA[self.level]["file"], self.nodeList)
self.setupPortalNodes()
def createHomeList(self):
self.createNodeList("home.txt", self.homeList)
self.moveHomeNodes()
def createNodeList(self, textFile, nodeList):
self.grid = loadtxt(textFile, dtype=str)
startNode = self.findFirstNode(*self.grid.shape)
self.nodeStack.push(startNode)
while not self.nodeStack.isEmpty():
node = self.nodeStack.pop()
self.addNode(node, nodeList)
leftNode = self.getPathNode(LEFT, node.row, node.column-1, nodeList)
rightNode = self.getPathNode(RIGHT, node.row, node.column+1, nodeList)
upNode = self.getPathNode(UP, node.row-1, node.column, nodeList)
downNode = self.getPathNode(DOWN, node.row+1, node.column, nodeList)
node.neighbors[LEFT] = leftNode
node.neighbors[RIGHT] = rightNode
node.neighbors[UP] = upNode
node.neighbors[DOWN] = downNode
self.addNodeToStack(leftNode, nodeList)
self.addNodeToStack(rightNode, nodeList)
self.addNodeToStack(upNode, nodeList)
self.addNodeToStack(downNode, nodeList)
def getNode(self, x, y, nodeList=[]):
for node in nodeList:
if node.position.x == x and node.position.y == y:
return node
return None
def getNodeFromNode(self, node, nodeList):
if node is not None:
for inode in nodeList:
if node.row == inode.row and node.column == inode.column:
return inode
return node
def getPathNode(self, direction, row, col, nodeList):
tempNode = self.followPath(direction, row, col)
self.checkIfOnRestriction(tempNode)
return self.getNodeFromNode(tempNode, nodeList)
def findFirstNode(self, rows, cols):
nodeFound = False
for row in range(rows):
for col in range(cols):
if self.grid[row][col] in self.nodeSymbols:
return Node(row, col)
return None
def addNode(self, node, nodeList):
nodeInList = self.nodeInList(node, nodeList)
if not nodeInList:
nodeList.append(node)
def addNodeToStack(self, node, nodeList):
if node is not None and not self.nodeInList(node, nodeList):
self.nodeStack.push(node)
def nodeInList(self, node, nodeList):
for inode in nodeList:
if (node.position.x == inode.position.x and
node.position.y == inode.position.y):
return True
return False
def followPath(self, direction, row, col):
if direction == LEFT and col >= 0:
return self.pathToFollow(LEFT, row, col, "-")
elif direction == RIGHT and col < self.grid.shape[1]:
return self.pathToFollow(RIGHT, row, col, "-")
elif direction == UP and row >= 0:
return self.pathToFollow(UP, row, col, "|")
elif direction == DOWN and row < self.grid.shape[0]:
return self.pathToFollow(DOWN, row, col, "|")
else:
return None
def pathToFollow(self, direction, row, col, path):
if (self.grid[row][col] == path or
self.grid[row][col] == "+" or
self.grid[row][col] == "p" or
self.grid[row][col] == "P"):
while self.grid[row][col] not in self.nodeSymbols:
if direction is LEFT: col -= 1
elif direction is RIGHT: col += 1
elif direction is UP: row -= 1
elif direction is DOWN: row += 1
self.updateMazeData(self.grid[row][col], row, col)
return Node(row, col)
else:
return None
def updateMazeData(self, symbol, row, col):
if symbol == "M":
MAZEDATA[self.level]["start"]["pacman"] = (col*WIDTH, row*HEIGHT)
elif symbol == "H":
MAZEDATA[self.level]["home"] = (col*WIDTH, row*HEIGHT)
elif symbol == "F":
MAZEDATA[self.level]["fruit"] = (col*WIDTH,row*HEIGHT)
def setupPortalNodes(self):
for pos1 in MAZEDATA[self.level]["portal"].keys():
node1 = self.getNode(*pos1, nodeList=self.nodeList)
node2 = self.getNode(*MAZEDATA[self.level]["portal"][pos1],
nodeList=self.nodeList)
node1.portalNode = node2
node2.portalNode = node1
def moveHomeNodes(self):
nodeA = self.getNode(*MAZEDATA[self.level]["home"], nodeList=self.nodeList)
nodeB = nodeA.neighbors[LEFT]
mid = (nodeA.position + nodeB.position) / 2.0
mid = Vector2D(int(mid.x), int(mid.y))
vec = Vector2D(self.homeList[0].position.x, self.homeList[0].position.y)
for node in self.homeList:
node.position -= vec
node.position += mid
nodeA.neighbors[LEFT] = self.homeList[0]
nodeB.neighbors[RIGHT] = self.homeList[0]
self.homeList[0].neighbors[RIGHT] = nodeA
self.homeList[0].neighbors[LEFT] = nodeB
self.homeList[0].home = True
ghostHome = self.homeList[0].neighbors[DOWN]
MAZEDATA[self.level]["start"]["ghost"] = ghostHome.position.toTuple()
def checkIfOnRestriction(self, node):
if node is not None:
for tup in MAZEDATA[self.level]["restrictUp"].values():
if node.position.x == tup[0] and node.position.y == tup[1]:
node.nowayUp = True
def render(self, screen):
for node in self.nodeList:
node.render(screen)
for node in self.homeList:
node.render(screen)