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Copy pathrun.py
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241 lines (208 loc) · 8.29 KB
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import pygame
from pygame.locals import *
from constants import *
from pacman import Pacman
from nodes import NodeGroup
from pellets import PelletGroup
from ghosts import GhostGroup
from fruit import Fruit
from pauser import Pauser
from levels import LevelController
from text import TextGroup
from sprites import Spritesheet
from maze import Maze
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(False)
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("Chomp.wav")
self.reward = 0
def setBackground(self):
self.background = pygame.surface.Surface(SCREENSIZE).convert()
#transcolor = self.background.get_at((0,0))
#self.background.set_colorkey(transcolor)
self.background_flash = pygame.surface.Surface(SCREENSIZE).convert()
self.background.fill(BLACK)
def startGame(self):
print("Start game")
self.reward = 0
self.level.reset()
self.score = 0
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.gameover = False
self.score = 0
self.reward = 0
self.pacman.reset()
self.ghosts = GhostGroup(self.nodes, self.sheet)
self.pause.force(False)
self.fruit = None
self.flashBackground = False
self.maze.reset()
def pacman_stopped(self):
if self.pacman.direction.x == 0 and self.pacman.direction.y == 0:
return True
return False
def update(self, action):
if not self.gameover:
dt = self.clock.tick(30) / 1000.0
if not self.pause.paused:
self.pacman.update(dt, action)
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()
# if self.pacman_stopped():
# self.reward -= .1
return self.reward, self.gameover, self.score
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:
self.text.showPause()
else:
self.text.hideMessages()
def checkPelletEvents(self):
pellet = self.pacman.eatPellets(self.pellets.pelletList)
if pellet:
#pygame.mixer.Sound.play(self.eat_sound)
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.reward += 1
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.score += ghost.points
#penalize for eating ghost since no information is saved in state regarding if ghosts will kill you or give points
self.reward -= 20
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.reward -= 200
self.pacman.loseLife()
self.ghosts.hide()
self.pause.startTimer(.001, "die")
self.gameover = True
def checkFruitEvents(self):
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
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()
if __name__ == "__main__":
game = GameController()
game.startGame()
while True:
game.update()