class Game: def __init__(self): pg.init() self.settings = Settings() self.screen = pg.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) pg.display.set_caption(self.settings.title) self.settings.get_sprite_sheet() # self.screen.fill(self.settings.bg_color) self.clock = pg.time.Clock() self.pellets_eaten = 0 self.fruit = None self.pause = Pauser(True) self.level = LevelController() # Text to show the game title self.game_title_font = pg.font.SysFont("inkfree", 60) self.game_title = self.game_title_font.render("PAC-MAN", True, (253, 254, 0)) # Pacman and ghosts images for start screen self.pacman_img = self.settings.get_image(0, 1, 32, 32) self.pacman_img = pg.transform.scale(self.pacman_img, (100, 100)) self.ghost_one = self.settings.get_image(2, 2, 32, 32) self.ghost_one = pg.transform.scale(self.ghost_one, (100, 100)) self.ghost_two = self.settings.get_image(0, 3, 32, 32) self.ghost_two = pg.transform.scale(self.ghost_two, (100, 100)) self.ghost_three = self.settings.get_image(4, 4, 32, 32) self.ghost_three = pg.transform.scale(self.ghost_three, (100, 100)) self.ghost_four = self.settings.get_image(6, 5, 32, 32) self.ghost_four = pg.transform.scale(self.ghost_four, (100, 100)) self.start_game() self.play() def start_game(self): self.level.reset() level_map = self.level.get_level() self.game_over = False self.stats = GameStats(settings=self.settings) self.sb = Scoreboard(settings=self.settings, screen=self.screen, stats=self.stats) self.sound = Sound() self.maze = Maze(settings=self.settings, screen=self.screen) self.maze.get_maze() self.grid_pts = Grid_Pnts_Group(settings=self.settings, screen=self.screen, txt_file=level_map["mazename"]) self.foods = FoodGroup(settings=self.settings, screen=self.screen, food_file=level_map["foodname"]) self.pacman = Pacman(game=self, settings=self.settings, screen=self.screen, grid_pts=self.grid_pts, foods=self.foods, sb=self.sb) self.ghosts = Ghost_Group(game=self, settings=self.settings, screen=self.screen, grid_pts=self.grid_pts) self.pellets_eaten = 0 self.settings.pacman_lives = self.settings.starting_lives self.fruit = None self.pause.force(True) def start_level(self): level_map = self.level.get_level() self.screen.fill(self.settings.bg_color) self.grid_pts = Grid_Pnts_Group(settings=self.settings, screen=self.screen, txt_file=level_map["mazename"]) self.foods = FoodGroup(settings=self.settings, screen=self.screen, food_file=level_map["foodname"]) self.pacman.grid_pts.grid_pts_li = self.grid_pts.grid_pts_li self.pacman.grid_pts = self.grid_pts self.pacman.food_list = self.foods.food_list self.pacman.reset() self.ghosts = Ghost_Group(game=self, settings=self.settings, screen=self.screen, grid_pts=self.grid_pts) self.pellets_eaten = 0 self.sb.score_int = 0 self.fruit = None self.pause.force(True) def restart_level(self): self.pacman.reset() self.ghosts = Ghost_Group(game=self, settings=self.settings, screen=self.screen, grid_pts=self.grid_pts) self.fruit = None def play(self): self.screen.fill((0, 0, 0)) self.play_button = Button(self.screen, "Play") self.score_button = ScoreButton(self.screen, "High Score") while True: if self.settings.game_active: if not self.game_over: dt = self.clock.tick(30) / 1000.0 if not self.pause.paused: self.sound.unpause_bg() self.ghosts.update(dt=dt, pacman=self.pacman) self.pacman.update(dt=dt, ghosts=self.ghosts, stats=self.stats, sb=self.sb, sound=self.sound) if self.fruit is not None: self.fruit.update(dt=dt) if self.pause.pause_type != None: self.pause.settle_pause(self) self.foods.update(dt=dt) self.pause.update(dt) else: self.screen.blit(self.game_title, (100, 20)) self.screen.blit(self.pacman_img, (175, 200)) self.screen.blit(self.ghost_one, (175, 80)) self.screen.blit(self.ghost_two, (175, 320)) self.screen.blit(self.ghost_three, (300, 200)) self.screen.blit(self.ghost_four, (50, 200)) gf.check_events(game=self) gf.update_screen(game=self) def pacman_died(self): if self.settings.pacman_lives == 0: self.screen.fill((0, 0, 0)) self.game_over = True self.settings.game_active = False else: self.restart_level() self.sound.pause_bg() self.sound.pacman_die() self.pause.pause_type = None def beat_level(self): self.level.next_level() self.start_level() self.pause.pause_type = None
class GameController(object): def __init__(self): pygame.init() pygame.mixer.music.load('sound/pacman_beginning.wav') pygame.mixer.music.play(-1) self.screen = pygame.display.set_mode(SCREENSIZE, 0, 32) self.background = None self.background_flash = None self.setBackground() self.clock = pygame.time.Clock() self.pelletsEaten = 0 self.fruit = None self.pause = Pauser(True) self.level = LevelController() self.text = TextGroup() self.score = 0 self.gameover = False self.sheet = Spritesheet() self.maze = Maze(self.sheet) self.flashBackground = False self.eat_sound = pygame.mixer.Sound("sound/pacman_chomp.wav") self.music_sound = pygame.mixer.Sound("sound/pacman_beginning.wav") self.death_sound = pygame.mixer.Sound("sound/pacman_death.wav") self.eatghost_sound = pygame.mixer.Sound("sound/pacman_eatghost.wav") self.eatfruit_sound = pygame.mixer.Sound("sound/pacman_eatfruit.wav") self.intermission_sound = pygame.mixer.Sound( "sound/pacman_intermission.wav") def setBackground(self): self.background = pygame.surface.Surface(SCREENSIZE).convert() self.background_flash = pygame.surface.Surface(SCREENSIZE).convert() self.background.fill(BLACK) def startGame(self): print("Start game") self.level.reset() levelmap = self.level.getLevel() self.maze.getMaze(levelmap["name"].split(".")[0]) self.maze.constructMaze(self.background, self.background_flash, levelmap["row"]) self.nodes = NodeGroup(levelmap["name"]) self.pellets = PelletGroup(levelmap["name"]) self.pacman = Pacman(self.nodes, self.sheet) self.ghosts = GhostGroup(self.nodes, self.sheet) self.pelletsEaten = 0 self.fruit = None self.pause.force(True) self.text.showReady() self.text.updateLevel(self.level.level + 1) self.gameover = False self.maze.reset() self.flashBackground = False def startLevel(self): print("Start new level") levelmap = self.level.getLevel() self.setBackground() self.maze.getMaze(levelmap["name"].split(".")[0]) self.maze.constructMaze(self.background, self.background_flash, levelmap["row"]) self.nodes = NodeGroup(levelmap["name"]) self.pellets = PelletGroup(levelmap["name"]) self.pacman.nodes = self.nodes self.pacman.reset() self.ghosts = GhostGroup(self.nodes, self.sheet) self.pelletsEaten = 0 self.fruit = None self.pause.force(True) self.text.updateLevel(self.level.level + 1) self.flashBackground = False self.maze.reset() def restartLevel(self): print("Restart current level") self.pacman.reset() self.ghosts = GhostGroup(self.nodes, self.sheet) self.pause.force(True) self.fruit = None self.flashBackground = False self.maze.reset() def update(self): if not self.gameover: dt = self.clock.tick(30) / 1000.0 if not self.pause.paused: self.pacman.update(dt) self.ghosts.update(dt, self.pacman) if self.fruit is not None: self.fruit.update(dt) if self.pause.pauseType != None: self.pause.settlePause(self) self.checkPelletEvents() self.checkGhostEvents() self.checkFruitEvents() else: if self.flashBackground: self.maze.flash(dt) if self.pacman.animateDeath: self.pacman.updateDeath(dt) self.pause.update(dt) self.pellets.update(dt) self.text.update(dt) self.checkEvents() self.text.updateScore(self.score) self.render() def checkEvents(self): for event in pygame.event.get(): if event.type == QUIT: exit() elif event.type == KEYDOWN: if event.key == K_SPACE: if self.gameover: self.startGame() else: self.pause.player() if self.pause.paused: pygame.mixer.music.pause() self.text.showPause() else: self.text.hideMessages() pygame.mixer.music.unpause() def checkPelletEvents(self): pellet = self.pacman.eatPellets(self.pellets.pelletList) if pellet: pygame.mixer.music.pause() pygame.mixer.Sound.play(self.eat_sound) pygame.mixer.music.unpause() self.pelletsEaten += 1 self.score += pellet.points if (self.pelletsEaten == 70 or self.pelletsEaten == 140): if self.fruit is None: levelmap = self.level.getLevel() self.fruit = Fruit(self.nodes, self.sheet, levelmap["fruit"]) self.pellets.pelletList.remove(pellet) if pellet.name == "powerpellet": self.ghosts.resetPoints() self.ghosts.freightMode() if self.pellets.isEmpty(): self.pacman.visible = False self.ghosts.hide() self.pause.startTimer(3, "clear") self.flashBackground = True def checkGhostEvents(self): self.ghosts.release(self.pelletsEaten) ghost = self.pacman.eatGhost(self.ghosts) if ghost is not None: if ghost.mode.name == "FREIGHT": pygame.mixer.music.pause() pygame.mixer.Sound.play(self.eatghost_sound) pygame.mixer.music.unpause() self.ghosts.updatePoints() ghost.spawnMode(speed=2) self.pause.startTimer(1) self.pacman.visible = False ghost.visible = False elif ghost.mode.name != "SPAWN": self.pacman.loseLife() self.ghosts.hide() self.pause.startTimer(3, "die") def checkFruitEvents(self): if self.fruit is not None: if self.pacman.eatFruit(self.fruit): pygame.mixer.music.pause() pygame.mixer.Sound.play(self.eatfruit_sound) pygame.mixer.music.unpause() self.score += self.fruit.points self.text.createTemp(self.fruit.points, self.fruit.position) self.fruit = None elif self.fruit.destroy: self.fruit = None def resolveDeath(self): if self.pacman.lives == 0: self.gameover = True self.pacman.visible = False self.text.showGameOver() #pygame.mixer.music.pause() #pygame.mixer.Sound.play(self.death_sound) pygame.mixer.music.stop() else: pygame.mixer.music.pause() pygame.mixer.Sound.play(self.death_sound) pygame.mixer.music.unpause() self.restartLevel() self.pause.pauseType = None def resolveLevelClear(self): pygame.mixer.music.pause() self.level.nextLevel() self.startLevel() pygame.mixer.music.unpause() self.pause.pauseType = None def render(self): self.screen.blit(self.maze.background, (0, 0)) #self.nodes.render(self.screen) self.pellets.render(self.screen) if self.fruit is not None: self.fruit.render(self.screen) self.pacman.render(self.screen) self.ghosts.render(self.screen) self.pacman.renderLives(self.screen) self.text.render(self.screen) pygame.display.update()
class GameController(object): def __init__(self): pygame.init() self.screen = pygame.display.set_mode(SCREENSIZE, 0, 32) self.background = None self.background_flash = None self.setBackground() self.clock = pygame.time.Clock() self.pelletsEaten = 0 self.fruit = None self.pause = Pauser(True) self.text = TextGroup() self.score = 0 self.gameover = False self.sheet = Spritesheet() self.maze = Maze(self.sheet) self.flashBackground = False self.portal = None self.portal2 = None self.portal3 = None self.portal4 = None self.level = LevelController() self.mainScreen = True self.gameScreen = False self.hsScreen = False self.eat_sound = pygame.mixer.Sound("pacman_chomp.wav") self.main_menu_sound = pygame.mixer.Sound("pacman_intermission.wav") self.beginning_sound = pygame.mixer.Sound("pacman_beginning.wav") self.eat_fruit = pygame.mixer.Sound("pacman_eatfruit.wav") self.eat_ghost = pygame.mixer.Sound("pacman_eatghost.wav") self.death_sound = pygame.mixer.Sound("pacman_death.wav") def setBackground(self): self.background = pygame.surface.Surface(SCREENSIZE).convert() self.background_flash = pygame.surface.Surface(SCREENSIZE).convert() self.background.fill(BLACK) def startGame(self): print("Start game") self.level.reset() self.maze.getMaze("maze") self.maze.constructMaze(self.background, self.background_flash, 0) self.nodes = NodeGroup("maze.txt") self.pellets = PelletGroup("maze.txt") self.pacman = Pacman(self.nodes, self.sheet) self.ghosts = GhostGroup(self.nodes, self.sheet) self.pelletsEaten = 0 self.fruit = None self.pause.force(True) self.text.showReady() self.gameover = False self.maze.reset() self.flashBackground = False self.text.updateLevel(self.level.level + 1) self.portal = None self.portal2 = None self.portal3 = None self.portal4 = None def startLevel(self): print("Start game") self.setBackground() self.maze.getMaze("maze") self.maze.constructMaze(self.background, self.background_flash, 0) self.nodes = NodeGroup("maze.txt") self.pellets = PelletGroup("maze.txt") self.pacman.nodes = self.nodes self.pacman.reset() self.ghosts = GhostGroup(self.nodes, self.sheet) self.pelletsEaten = 0 self.text.updateLevel(self.level.level+1) self.fruit = None self.pause.force(True) self.flashBackground = False self.maze.reset() self.portal = None self.portal2 = None self.portal3 = None self.portal4 = None def resolveLevelClear(self): self.level.nextLevel() self.startLevel() self.pause.pauseType = None def restartLevel(self): print("Restart game") self.pacman.reset() self.ghosts = GhostGroup(self.nodes, self.sheet) self.pause.force(True) self.fruit = None self.flashBackground = False self.maze.reset() # self.portal = None # commented so portals dont disappear on reset/death # self.portal2 = None # self.portal3 = None # self.portal4 = None def update(self): if not self.gameover: dt = self.clock.tick(30) / 1000.0 if not self.pause.paused: self.pacman.update(dt) self.ghosts.update(dt, self.pacman) if self.fruit is not None: self.fruit.update(dt) if self.portal is not None: self.portal.update(dt) self.portal2.update(dt) if self.portal3 is not None: self.portal3.update(dt) self.portal4.update(dt) if self.pause.pauseType != None: self.pause.settlePause(self) self.checkPelletEvents() self.checkGhostEvents() self.checkFruitEvents() self.checkPortalEvents() else: if self.flashBackground: self.maze.flash(dt) if self.pacman.animateDeath: self.pacman.updateDeath(dt) self.pause.update(dt) self.pellets.update(dt) self.text.update(dt) self.checkEvents() self.text.updateScore(self.score) self.render() def checkEvents(self): for event in pygame.event.get(): if event.type == QUIT: if self.score > 0: with open("high_scores.txt", 'a') as f: f.write(f'Highscore was {game.score}\n') exit() elif event.type == KEYDOWN: if event.key == K_SPACE: if self.gameover: self.startGame() else: self.pause.player() if self.pause.paused: self.text.showPause() else: self.text.hideMessages() elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() if self.play_button.rect.collidepoint(mouse_x, mouse_y): self.mainScreen = False self.gameScreen = True elif self.score_button.rect.collidepoint(mouse_x, mouse_y): self.mainScreen = False self.hsScreen = True elif self.back_button.rect.collidepoint(mouse_x, mouse_y): self.mainScreen = True self.hsScreen = False def checkPelletEvents(self): pellet = self.pacman.eatPellets(self.pellets.pelletList) if pellet: self.eat_sound.set_volume(0.2) self.eat_sound.play() self.pelletsEaten += 1 self.score += pellet.points if self.pelletsEaten == 25 or self.pelletsEaten == 150: if self.fruit is None: self.fruit = Fruit(self.nodes, self.sheet, "cherry") if self.pelletsEaten == 75: if self.portal is None: self.portal = Portal(self.nodes, self.sheet) if self.portal2 is None: self.portal2 = Portal(self.nodes, self.sheet) if self.pelletsEaten == 125: if self.portal3 is None: self.portal3 = Portal2(self.nodes, self.sheet) if self.portal4 is None: self.portal4 = Portal2(self.nodes, self.sheet) self.pellets.pelletList.remove(pellet) if pellet.name == "powerpellet": self.ghosts.resetPoints() self.ghosts.freightMode() if self.pellets.isEmpty(): self.pacman.visible = False self.ghosts.hide() self.pause.startTimer(3, "clear") self.flashBackground = True def checkGhostEvents(self): self.ghosts.release(self.pelletsEaten) ghost = self.pacman.eatGhost(self.ghosts) if ghost is not None: if ghost.mode.name == "FREIGHT": self.eat_ghost.set_volume(0.2) self.eat_ghost.play() self.score += ghost.points self.text.createTemp(ghost.points, ghost.position) self.ghosts.updatePoints() ghost.spawnMode(speed=2) self.pause.startTimer(1) self.pacman.visible = False ghost.visible = False elif ghost.mode.name != "SPAWN": self.death_sound.set_volume(0.2) self.death_sound.play() self.pacman.loseLife() self.ghosts.hide() self.pause.startTimer(3, "die") def checkFruitEvents(self): if self.fruit is not None: if self.pacman.eatFruit(self.fruit): self.eat_fruit.set_volume(0.2) self.eat_fruit.play() self.score += self.fruit.points self.text.createTemp(self.fruit.points, self.fruit.position) self.fruit = None elif self.fruit.destroy: self.fruit = None def checkPortalEvents(self): if self.portal is not None: if self.pacman.enterPortal(self.portal): b = self.nodes.getNode(19*TILEWIDTH, 4*TILEHEIGHT, self.nodes.nodeList) self.pacman.node = b self.pacman.setPosition() self.pacman.direction = STOP elif self.portal.destroy: self.portal = None if self.portal2 is not None: if self.pacman.enterPortal(self.portal2): b = self.nodes.getNode(3*TILEWIDTH, 32*TILEHEIGHT, self.nodes.nodeList) self.pacman.node = b self.pacman.setPosition() self.pacman.direction = STOP elif self.portal2.destroy: self.portal2 = None if self.portal3 is not None: if self.pacman.enterPortal(self.portal3): b = self.nodes.getNode(21*TILEWIDTH, 32*TILEHEIGHT, self.nodes.nodeList) self.pacman.node = b self.pacman.setPosition() self.pacman.direction = STOP elif self.portal3.destroy: self.portal3 = None if self.portal4 is not None: if self.pacman.enterPortal(self.portal4): b = self.nodes.getNode(5*TILEWIDTH, 4*TILEHEIGHT, self.nodes.nodeList) self.pacman.node = b self.pacman.setPosition() self.pacman.direction = STOP elif self.portal4.destroy: self.portal4 = None def resolveDeath(self): if self.pacman.lives == 0: self.gameover = True self.pacman.visible = False self.text.showGameOver() else: self.restartLevel() self.pause.pauseType = None def render(self): self.screen.blit(self.maze.background, (0,0)) #self.nodes.render(self.screen) self.pellets.render(self.screen) if self.fruit is not None: self.fruit.render(self.screen) if self.portal is not None: self.portal.render(self.screen) if self.portal2 is not None: self.portal2.render(self.screen) if self.portal3 is not None: self.portal3.render(self.screen) if self.portal4 is not None: self.portal4.render(self.screen) self.pacman.render(self.screen) self.ghosts.render(self.screen) self.pacman.renderLives(self.screen) self.text.render(self.screen) pygame.display.update() def main_screen_ani(self, current_time): if current_time <= 0.5: self.screen.blit(self.sheet.getImage(4, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (TILEWIDTH, 18 * TILEHEIGHT)) pygame.draw.circle(self.screen, WHITE, (25 * TILEWIDTH, 19.2 * TILEHEIGHT), 8) elif 0.5 < current_time <= 1: self.screen.blit(self.sheet.getImage(1, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (3*TILEWIDTH, 18 * TILEHEIGHT)) pygame.draw.circle(self.screen, WHITE, (25 * TILEWIDTH, 19.2 * TILEHEIGHT), 8) elif 1 < current_time <= 1.5: self.screen.blit(self.sheet.getImage(1, 1, TILEWIDTH * 2, TILEHEIGHT * 2), (6 * TILEWIDTH, 18 * TILEHEIGHT)) pygame.draw.circle(self.screen, WHITE, (25 * TILEWIDTH, 19.2 * TILEHEIGHT), 8) elif 1.5 < current_time <= 2: self.screen.blit(self.sheet.getImage(1, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (9 * TILEWIDTH, 18 * TILEHEIGHT)) pygame.draw.circle(self.screen, WHITE, (25 * TILEWIDTH, 19.2 * TILEHEIGHT), 8) self.screen.blit(self.sheet.getImage(6, 2, TILEWIDTH * 2, TILEHEIGHT * 2), (TILEWIDTH, 18 * TILEHEIGHT)) elif 2 < current_time <= 2.5: self.screen.blit(self.sheet.getImage(4, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (12 * TILEWIDTH, 18 * TILEHEIGHT)) pygame.draw.circle(self.screen, WHITE, (25 * TILEWIDTH, 19.2 * TILEHEIGHT), 8) self.screen.blit(self.sheet.getImage(6, 2, TILEWIDTH * 2, TILEHEIGHT * 2), (3 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 3, TILEWIDTH * 2, TILEHEIGHT * 2), (TILEWIDTH, 18 * TILEHEIGHT)) elif 2.5 < current_time <= 3: self.screen.blit(self.sheet.getImage(1, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (15 * TILEWIDTH, 18 * TILEHEIGHT)) pygame.draw.circle(self.screen, WHITE, (25 * TILEWIDTH, 19.2 * TILEHEIGHT), 8) self.screen.blit(self.sheet.getImage(6, 2, TILEWIDTH * 2, TILEHEIGHT * 2), (6 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 3, TILEWIDTH * 2, TILEHEIGHT * 2), (3 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 4, TILEWIDTH * 2, TILEHEIGHT * 2), (TILEWIDTH, 18 * TILEHEIGHT)) elif 3 < current_time <= 3.5: self.screen.blit(self.sheet.getImage(1, 1, TILEWIDTH * 2, TILEHEIGHT * 2), (18 * TILEWIDTH, 18 * TILEHEIGHT)) pygame.draw.circle(self.screen, WHITE, (25 * TILEWIDTH, 19.2 * TILEHEIGHT), 8) self.screen.blit(self.sheet.getImage(6, 2, TILEWIDTH * 2, TILEHEIGHT * 2), (9 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 3, TILEWIDTH * 2, TILEHEIGHT * 2), (6 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 4, TILEWIDTH * 2, TILEHEIGHT * 2), (3 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 5, TILEWIDTH * 2, TILEHEIGHT * 2), (TILEWIDTH, 18 * TILEHEIGHT)) elif 3.5 < current_time <= 4: self.screen.blit(self.sheet.getImage(1, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (21 * TILEWIDTH, 18 * TILEHEIGHT)) pygame.draw.circle(self.screen, WHITE, (25 * TILEWIDTH, 19.2 * TILEHEIGHT), 8) self.screen.blit(self.sheet.getImage(6, 2, TILEWIDTH * 2, TILEHEIGHT * 2), (12 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 3, TILEWIDTH * 2, TILEHEIGHT * 2), (9 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 4, TILEWIDTH * 2, TILEHEIGHT * 2), (6 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 5, TILEWIDTH * 2, TILEHEIGHT * 2), (3 * TILEWIDTH, 18 * TILEHEIGHT)) elif 4 < current_time <= 4.5: self.screen.blit(self.sheet.getImage(4, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (23 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 2, TILEWIDTH * 2, TILEHEIGHT * 2), (15 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 3, TILEWIDTH * 2, TILEHEIGHT * 2), (12 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 4, TILEWIDTH * 2, TILEHEIGHT * 2), (9 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(6, 5, TILEWIDTH * 2, TILEHEIGHT * 2), (6 * TILEWIDTH, 18 * TILEHEIGHT)) elif 4.5 < current_time <= 5: self.screen.blit(self.sheet.getImage(0, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (23 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(0, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (15 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(0, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (12 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(0, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (9 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(0, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (6 * TILEWIDTH, 18 * TILEHEIGHT)) elif 5 < current_time <= 5.5: self.screen.blit(self.sheet.getImage(0, 1, TILEWIDTH * 2, TILEHEIGHT * 2), (21 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(2, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (12 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(2, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (9 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(2, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (6 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(2, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (3 * TILEWIDTH, 18 * TILEHEIGHT)) elif 5.5 < current_time <= 6: self.screen.blit(self.sheet.getImage(0, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (18 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(0, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (9 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(0, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (6 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(0, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (3 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(0, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (TILEWIDTH, 18 * TILEHEIGHT)) elif 6 < current_time <= 6.5: self.screen.blit(self.sheet.getImage(4, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (15 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(2, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (6 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(2, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (3 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(2, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (TILEWIDTH, 18 * TILEHEIGHT)) elif 6.5 < current_time <= 7: self.screen.blit(self.sheet.getImage(0, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (12 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(0, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (3 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(0, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (TILEWIDTH, 18 * TILEHEIGHT)) elif 7 < current_time <= 7.5: self.screen.blit(self.sheet.getImage(0, 1, TILEWIDTH * 2, TILEHEIGHT * 2), (9 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(self.sheet.getImage(2, 6, TILEWIDTH * 2, TILEHEIGHT * 2), (TILEWIDTH, 18 * TILEHEIGHT)) elif 7.5 < current_time <= 8: self.screen.blit(self.sheet.getImage(0, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (6 * TILEWIDTH, 18 * TILEHEIGHT)) elif 8 < current_time <= 8.5: self.screen.blit(self.sheet.getImage(4, 0, TILEWIDTH * 2, TILEHEIGHT * 2), (3 * TILEWIDTH, 18 * TILEHEIGHT)) elif 9 < current_time <= 11: self.screen.blit(self.sheet.getImage(6, 2, TILEWIDTH * 2, TILEHEIGHT * 2), (21 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(pygame.image.load('blinky_text.png'), (10 * TILEWIDTH, 15 * TILEHEIGHT)) elif 11 < current_time <= 13: self.screen.blit(self.sheet.getImage(6, 3, TILEWIDTH * 2, TILEHEIGHT * 2), (21 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(pygame.image.load('pinky_text.png'), (10 * TILEWIDTH, 15 * TILEHEIGHT)) elif 13 < current_time <= 15: self.screen.blit(self.sheet.getImage(6, 4, TILEWIDTH * 2, TILEHEIGHT * 2), (21 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(pygame.image.load('inkey_text.png'), (10 * TILEWIDTH, 15 * TILEHEIGHT)) elif 15 < current_time <= 17: self.screen.blit(self.sheet.getImage(6, 5, TILEWIDTH * 2, TILEHEIGHT * 2), (21 * TILEWIDTH, 18 * TILEHEIGHT)) self.screen.blit(pygame.image.load('clyde_text.png'), (10 * TILEWIDTH, 15 * TILEHEIGHT)) def main(self): while True: if self.mainScreen: self.screen.blit(self.background, (0, 0)) self.play_button = Button(self.screen, 'Play Game', 10 * TILEWIDTH, 29 * TILEHEIGHT, TILEHEIGHT, 9) self.score_button = Button(self.screen, 'High Score', 9.5 * TILEWIDTH, 32 * TILEHEIGHT, TILEHEIGHT, 10) self.image = pygame.image.load('pacman_title.png') self.screen.blit(self.image, (3 * TILEWIDTH, TILEHEIGHT)) self.timer = pygame.time.get_ticks() / 1000 self.main_screen_ani(self.timer) self.main_menu_sound.set_volume(0.2) self.main_menu_sound.play() self.play_button.draw() self.score_button.draw() self.checkEvents() elif self.gameScreen: game.startGame() self.main_menu_sound.stop() self.beginning_sound.set_volume(0.2) self.beginning_sound.play() while True: game.update() elif self.hsScreen: self.screen.blit(self.background, (0, 0)) self.row = 0 self.font = pygame.font.Font("PressStart2P-vaV7.ttf", TILEHEIGHT) with open('high_scores.txt') as f: for line in f: temp_string = self.font.render(line, True, WHITE) self.screen.blit(temp_string, (TILEWIDTH, self.row * TILEHEIGHT)) self.back_button = Button(self.screen, 'Go back', 20 * TILEWIDTH, 29 * TILEHEIGHT, TILEHEIGHT, 7) self.back_button.draw() self.checkEvents() pygame.display.update() self.clock.tick(30)
class GameController(object): #general activation def __init__(self): pygame.init() self.screen = pygame.display.set_mode(SCREENSIZE, 0, 32) self.background = None self.setBackground() self.clock = pygame.time.Clock() self.pelletsEaten = 0 self.fruit = None self.pause = Pauser(True) self.level = LevelController() self.text = TextGroup() self.sheet = Spritesheet() self.maze = Maze(self.sheet) def setBackground(self): self.background = pygame.surface.Surface(SCREENSIZE).convert() self.background.fill(BLACK) def startGame(self): #Sets up the game self.level.reset() levelmap = self.level.getLevel() self.maze.getMaze(levelmap["mazename"].split(".")[0]) self.maze.constructMaze(self.background) self.nodes = NodeGroup(levelmap["mazename"]) self.pellets = PelletGroup(levelmap["pelletname"]) self.pacman = Pacman(self.nodes, self.sheet) #self.ghosts = GhostGroup(self.nodes, self.sheet) Ghost command, removed to get rid of ghosts self.pelletsEaten = 0 self.fruit = None self.pause.force(False) #Was True, set to false for automatic start self.gameover = False self.score = 0 #self.text.showReady() #Removed, so that we don't have Ready permanently on screen #self.text.updateLevel(self.level.level+1) #Removed to start same level each time def startLevel(self): #Begins the given level levelmap = self.level.getLevel() self.setBackground() self.nodes = NodeGroup(levelmap["mazename"]) self.pellets = PelletGroup(levelmap["pelletname"]) self.pacman.nodes = self.nodes self.pacman.reset() #self.ghosts = GhostGroup(self.nodes, self.sheet) Ghost command, removed to get rid of ghosts self.pelletsEaten = 0 self.fruit = None self.pause.force(True) self.text.showReady() self.text.updateLevel(self.level.level + 1) def restartLevel(self): #Restarts the game. self.pacman.reset() #self.ghosts = GhostGroup(self.nodes, self.sheet) Ghost command, removed to get rid of ghosts self.fruit = None self.pause.force(True) self.text.showReady() def update(self): #Where the game instances are run if not self.gameover: dt = self.clock.tick(300) / 300.0 # CHANGE TIME ( clock.tick( refresh rate ) / speed (lower number, higher speed) if not self.pause.paused: self.pacman.update(dt) #self.ghosts.update(dt, self.pacman) Stopper spøgelser med at opdaterer if self.fruit is not None: self.fruit.update(dt) if self.pause.pauseType != None: self.pause.settlePause(self) self.checkPelletEvents() #self.checkGhostEvents() Ghost command, removed to get rid of ghosts self.checkFruitEvents() self.pause.update(dt) self.pellets.update(dt) self.text.update(dt) self.checkEvents() self.text.updateScore(self.score) self.render() def checkEvents(self): #Simple commands while in game for event in pygame.event.get(): if event.type == QUIT: exit() elif self.gameover: self.startGame() #Spacebar is removed, and instead game just restarts automatically #elif event.type == KEYDOWN: # if event.key == K_SPACE: # if self.gameover: # self.startGame() # else: # self.pause.player() # if self.pause.paused: # self.text.showPause() # else: # self.text.hideMessages() def checkPelletEvents(self): #This section is in charge of checking if Pacman is on a pellet. pellet = self.pacman.eatPellets(self.pellets.pelletList) if pellet: self.pelletsEaten += 1 self.score += pellet.points if (self.pelletsEaten == 70 or self.pelletsEaten == 140): if self.fruit is None: self.fruit = Fruit(self.nodes, self.sheet) self.pellets.pelletList.remove(pellet) if pellet.name == "powerpellet": pass #self.ghosts.resetPoints() Ghost command, removed to get rid of ghosts #self.ghosts.freightMode() Ghost command, removed to get rid of ghosts if self.pellets.isEmpty(): self.pacman.visible = False #self.ghosts.hide() Ghost command, removed to get rid of ghosts self.pause.startTimer( 0.1, "clear" ) #Used to be 3, has been set to 0.1. No reset timer. def checkGhostEvents(self): #In charge of ghosts self.ghosts.release(self.pelletsEaten) ghost = self.pacman.eatGhost(self.ghosts) if ghost is not None: if ghost.mode.name == "FREIGHT": self.score += ghost.points self.text.createTemp(ghost.points, ghost.position) self.ghosts.updatePoints() ghost.spawnMode(speed=2) self.pause.startTimer(1) self.pacman.visible = False ghost.visible = False elif ghost.mode.name == "CHASE" or ghost.mode.name == "SCATTER": self.pacman.loseLife() self.ghosts.hide() self.pause.startTimer( 0.1, "die") #Death timer, set to 0 to optimize time. def checkFruitEvents(self): #basically in charge of fruits, in same way as above. if self.fruit is not None: if self.pacman.eatFruit(self.fruit): self.score += self.fruit.points self.text.createTemp(self.fruit.points, self.fruit.position) self.fruit = None elif self.fruit.destroy: self.fruit = None #if self.pacman.eatFruit(self.fruit) or self.fruit.destroy: #self.fruit = None def resolveDeath(self): #Checks if the game needs to end by keeping track of death tol if self.pacman.lives == 0: self.gameover = False #This should be true, but has been changed to remove lives from the game else: self.restartLevel() self.pause.pauseType = None def resolveLevelClear(self): #self.level.nextLevel() #self.startLevel() self.startGame() self.pause.pauseType = None def render(self): #In charge of rendering all characters, ghosts, pellets, ghosts etc... self.screen.blit(self.background, (0, 0)) #self.nodes.render(self.screen) (Not my doing) self.pellets.render(self.screen) if self.fruit is not None: self.fruit.render(self.screen) self.pacman.render(self.screen) #self.ghosts.render(self.screen) Ghost command, removed to get rid of ghosts self.pacman.renderLives(self.screen) self.text.render(self.screen) pygame.display.update()
class Game: def __init__(self): pygame.init() self.screen = pygame.display.set_mode(SCREENSIZE, 0, 1000) self.background = None self.background_flash = None self.setBackground() self.clock = pygame.time.Clock() self.pelletsEaten = 0 self.fruit = None self.sound = Sound(sound="sounds/pmanpellets.wav") self.sound.play() self.sound.pause_bg() # self.play_button, self.quit_button = None self.pause = Pauser(True) self.level = LevelController() self.text = TextGroup() self.score = 0 self.gameover = False self.sheet = Spritesheet() self.maze = Maze(self.sheet) self.flashBackground = False def setBackground(self): self.background = pygame.surface.Surface(SCREENSIZE).convert() self.background_flash = pygame.surface.Surface(SCREENSIZE).convert() self.background.fill(BLACK) # def show_menu(self): # self.play_button = Button(screen=self.screen, msg="Play", x=800, y=500) # self.quit_button = Button(screen=self.screen, msg="Quit", x=800, y=700) def play(self): print("Start game") # game_state = ts.GameState.TITLE # # while True: # if game_state is ts.GameState.TITLE: # game_state = ts.title_screen(self.screen) # # if game_state is ts.GameState.PlAY: self.level.reset() levelmap = self.level.getLevel() self.maze.getMaze(levelmap["name"].split(".")[0]) self.maze.constructMaze(self.background, self.background_flash, levelmap["row"]) self.nodes = NodeGroup(levelmap["name"]) self.pellets = PelletGroup(levelmap["name"]) self.pacman = Pacman(self.sound, self.nodes, self.sheet) self.ghosts = GhostGroup(self.nodes, self.sheet) self.pelletsEaten = 0 self.fruit = None self.pause.force(True) self.text.showReady() self.sound.intro() self.text.updateLevel(self.level.level + 1) self.gameover = False self.maze.reset() self.flashBackground = False # if game_state is ts.GameState.QUIT: # exit() def startLevel(self): print("Start new level") levelmap = self.level.getLevel() self.setBackground() self.maze.getMaze(levelmap["name"].split(".")[0]) self.maze.constructMaze(self.background, self.background_flash, levelmap["row"]) self.nodes = NodeGroup(levelmap["name"]) self.pellets = PelletGroup(levelmap["name"]) self.pacman.nodes = self.nodes self.pacman.reset() self.ghosts = GhostGroup(self.nodes, self.sheet) self.pelletsEaten = 0 self.fruit = None self.pause.force(True) self.text.showReady() self.sound.intro() self.text.updateLevel(self.level.level + 1) self.flashBackground = False self.maze.reset() def restartLevel(self): print("Restart current level") self.pacman.reset() self.ghosts = GhostGroup(self.nodes, self.sheet) self.pause.force(True) self.text.showReady() self.fruit = None self.flashBackground = False self.maze.reset() def update(self): if not self.gameover: dt = self.clock.tick(30) / 1000.0 if not self.pause.paused: self.pacman.update(dt) self.ghosts.update(dt, self.pacman) if self.fruit is not None: self.fruit.update(dt) if self.pause.pauseType != None: self.pause.settlePause(self) self.checkPelletEvents() self.checkGhostEvents() self.checkFruitEvents() else: if self.flashBackground: self.maze.flash(dt) if self.pacman.animateDeath: self.pacman.updateDeath(dt) self.pause.update(dt) self.pellets.update(dt) self.text.update(dt) self.checkEvents() self.text.updateScore(self.score) self.render() def checkEvents(self): for event in pygame.event.get(): if event.type == QUIT: exit() elif event.type == KEYDOWN: if event.key == K_SPACE: if self.gameover: self.play() else: self.pause.player() if self.pause.paused: self.text.showPause() else: self.text.hideMessages() def checkPelletEvents(self): pellet = self.pacman.eatPellets(self.pellets.pelletList) if pellet: self.sound.eat_pellets() self.pelletsEaten += 1 self.score += pellet.points if (self.pelletsEaten == 70 or self.pelletsEaten == 140): if self.fruit is None: levelmap = self.level.getLevel() self.fruit = Fruit(self.nodes, self.sheet, levelmap["fruit"]) self.pellets.pelletList.remove(pellet) if pellet.name == "powerpellet": self.ghosts.resetPoints() self.ghosts.freightMode() self.sound.strong_pac() if self.pellets.isEmpty(): self.pacman.visible = False self.ghosts.hide() self.pause.startTimer(3, "clear") self.flashBackground = True def checkGhostEvents(self): self.ghosts.release(self.pelletsEaten) ghost = self.pacman.eatGhost(self.ghosts) if ghost is not None: if ghost.mode.name == "FREIGHT": self.sound.eat_ghosts() self.score += ghost.points self.text.createTemp(ghost.points, ghost.position) self.ghosts.updatePoints() ghost.spawnMode(speed=2) self.pause.startTimer(1) self.pacman.visible = False ghost.visible = False elif ghost.mode.name != "SPAWN": self.pacman.loseLife() self.ghosts.hide() self.pause.startTimer(3, "die") def checkFruitEvents(self): if self.fruit is not None: if self.pacman.eatFruit(self.fruit): self.sound.eat_fruits() self.score += self.fruit.points self.text.createTemp(self.fruit.points, self.fruit.position) self.fruit = None elif self.fruit.destroy: self.fruit = None def resolveDeath(self): if self.pacman.lives == 0: self.gameover = True self.pacman.visible = False self.text.showGameOver() else: self.restartLevel() self.pause.pauseType = None def resolveLevelClear(self): self.level.nextLevel() self.startLevel() self.pause.pauseType = None def render(self): self.screen.blit(self.maze.background, (0, 0)) # self.nodes.render(self.screen) self.pellets.render(self.screen) if self.fruit is not None: self.fruit.render(self.screen) self.pacman.render(self.screen) self.ghosts.render(self.screen) self.pacman.renderLives(self.screen) self.text.render(self.screen) pygame.display.update()