示例#1
0
 def determine_target_tile(self):
     # TODO: Implement override for scatter
     if self.state == State.SCATTER:
         return (self.home_tile.x, self.home_tile.y)
     elif self.state == State.CHASE:
         pacman_entity = scene_tree.get_entity("pacman")
         return global_obj.level_grid.convert_position_to_grid(
             pacman_entity.position.x, pacman_entity.position.y)
     else:
         return super().determine_target_tile()
示例#2
0
 def determine_target_tile(self):
     if self.state == State.CHASE:
         (
             grid_position_x,
             grid_position_y,
         ) = global_obj.level_grid.convert_position_to_grid(
             self.position.x, self.position.y)
         # Get pacman grid position
         pacman_entity = scene_tree.get_entity("pacman")
         (
             pacman_grid_position_x,
             pacman_grid_position_y,
         ) = global_obj.level_grid.convert_position_to_grid(
             pacman_entity.position.x, pacman_entity.position.y)
         if pacman_entity.direction == Direction.left:
             pacman_grid_position_x -= 2
         elif pacman_entity.direction == Direction.right:
             pacman_grid_position_x += 2
         if pacman_entity.direction == Direction.up:
             pacman_grid_position_y -= 2
         elif pacman_entity.direction == Direction.down:
             pacman_grid_position_y += 2
         # Get blinky grid position
         blinky_entity = scene_tree.get_entity("blinky")
         (
             blinky_grid_position_x,
             blinky_grid_position_y,
         ) = global_obj.level_grid.convert_position_to_grid(
             blinky_entity.position.x, blinky_entity.position.y)
         return (
             grid_position_x +
             (pacman_grid_position_x - blinky_grid_position_x) * 2,
             grid_position_y +
             (pacman_grid_position_y - blinky_grid_position_y) * 2,
         )
     else:
         return super().determine_target_tile()
示例#3
0
 def determine_target_tile(self):
     if self.state == State.CHASE:
         grid_position = global_obj.level_grid.convert_position_to_grid(
             self.position.x, self.position.y
         )
         pacman_entity = scene_tree.get_entity("pacman")
         pacman_grid_position = global_obj.level_grid.convert_position_to_grid(
             pacman_entity.position.x, pacman_entity.position.y
         )
         if Vector2.distance(grid_position, pacman_grid_position) > 8:
             return pacman_grid_position
         else:
             return (self.home_tile.x, self.home_tile.y)
     else:
         return super().determine_target_tile()
示例#4
0
 def determine_target_tile(self):
     if self.state == State.CHASE:
         pacman_entity = scene_tree.get_entity("pacman")
         (
             pacman_grid_position_x,
             pacman_grid_position_y,
         ) = global_obj.level_grid.convert_position_to_grid(
             pacman_entity.position.x, pacman_entity.position.y)
         if pacman_entity.direction == Direction.left:
             pacman_grid_position_x -= 4
         elif pacman_entity.direction == Direction.right:
             pacman_grid_position_x += 4
         if pacman_entity.direction == Direction.up:
             pacman_grid_position_y -= 4
         elif pacman_entity.direction == Direction.down:
             pacman_grid_position_y += 4
         return (pacman_grid_position_x, pacman_grid_position_y)
     else:
         return super().determine_target_tile()
示例#5
0
    def __process__(self, delta_time):
        if global_obj.game_started and not global_obj.game_paused:
            collided_entity_id, collider_tag = game.check_entity_collision(
                entity_id=self.entity_id, offset_position=(0, 0))
            if collided_entity_id:
                if collider_tag == "pellete":
                    game.delete_entity(entity_id=collided_entity_id)
                    global_obj.player_stats.score += 10
                    global_obj.player_stats.pelletes += 1
                    self.pellete_counter -= 1
                    game.play_sound(sound_id="pacman-chomp")
                elif collider_tag == "power_pellete":
                    game.delete_entity(entity_id=collided_entity_id)
                    global_obj.player_stats.score += 50
                    global_obj.player_stats.pelletes += 1
                    self.pellete_counter -= 1
                    self.ghost_eaten_score = 0
                    game.emit_signal(
                        entity_id=self.entity_id,
                        signal_id=self.power_pellete_eaten_signal_id,
                    )
                elif collider_tag == "enemy":
                    collided_ghost = scene_tree.get_entity(collided_entity_id)
                    if collided_ghost.state == State.FRIGHTENED:
                        if self.ghost_eaten_score == 0:
                            self.ghost_eaten_score = 200
                        else:
                            self.ghost_eaten_score *= 2
                        global_obj.player_stats.score += self.ghost_eaten_score
                        collided_ghost.eaten(self.ghost_eaten_score)
                        game.start_timer(timer_id=self.eaten_freeze_timer_id)
                        global_obj.game_paused = True
                        game.play_sound(sound_id="pacman-eat-ghost")
                    elif (collided_ghost.state == State.CHASE
                          or collided_ghost.state == State.SCATTER):
                        game.stop_animation(entity_id=self.entity_id)
                        game.emit_signal(entity_id=self.entity_id,
                                         signal_id=self.lose_life_signal_id)
                elif collider_tag == "fruit":
                    fruit_entity = scene_tree.get_entity(collided_entity_id)
                    if not fruit_entity.collected:
                        global_obj.player_stats.score += global_obj.player_stats.get_fruit_score(
                            collided_entity_id)
                        fruit_entity.eaten()

            # Input - determines direction pacman wants to turn
            if game.is_action_pressed(action="left"):
                self.direction_to_turn = Direction.left
            elif game.is_action_pressed(action="right"):
                self.direction_to_turn = Direction.right
            elif game.is_action_pressed(action="up"):
                self.direction_to_turn = Direction.up
            elif game.is_action_pressed(action="down"):
                self.direction_to_turn = Direction.down

            # Determine speed
            if game.has_timer_stopped(timer_id=self.turn_speed_up_timer_id):
                self.speed = 100
            else:
                self.speed = 150
            self.accumulated_delta += delta_time * self.speed
            while self.accumulated_delta >= 1.0:
                self.accumulated_delta -= 1.0
                self.move(self.velocity, 1.0)

            self.update_animations()

            # Play movement sound
            if abs(self.velocity.x) > 0 or abs(self.velocity.y) > 0:
                if game.has_timer_stopped(timer_id=self.chomp_timer_id):
                    pass
                    # game.start_timer(timer_id=self.chomp_timer_id)
            else:
                self.accumulated_delta = 0.0
        elif (global_obj.game_paused
              and global_obj.game_state == GameState.PACMAN_LOSE_LIFE):
            pass
        else:
            game.stop_animation(entity_id=self.entity_id)

        if game.is_action_just_pressed(action="exit_game"):
            game.quit()