#2 Pacman moves. /JL
This commit is contained in:
@@ -3,10 +3,11 @@ import pygame
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import math
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class ActorPacman:
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def __init__(self, scr):
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def __init__(self, scr, center):
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self.screen = scr
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self.direction = PlayerDirection.DirectionRight
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self.center = (200, 200)
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self.speed = 3
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self.x, self.y = center
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self.radius = 100
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self.mouth_angle_deg = 45
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self.min_mouth_deg = 5
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@@ -25,17 +26,30 @@ class ActorPacman:
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if self.mouth_angle_deg >= self.max_mouth_deg:
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self.mouth_angle_deg = self.max_mouth_deg
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self.mouth_closing = True
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match self.direction:
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case PlayerDirection.DirectionRight:
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self.x += self.speed
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case PlayerDirection.DirectionLeft:
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self.x -= self.speed
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case PlayerDirection.DirectionUp:
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self.y -= self.speed
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case PlayerDirection.DirectionDown:
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self.y += self.speed
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self.x = max(self.radius, min(self.x, 400 - self.radius))
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self.y = max(self.radius, min(self.y, 400 - self.radius))
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def draw(self):
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mouth_angle = math.radians(self.mouth_angle_deg)
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center = (self.x, self.y)
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rotation_offset = math.radians(self.direction, 0)
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start_angle = mouth_angle / 2 + rotation_offset
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end_angle = 2 * math.pi - mouth_angle / 2 + rotation_offset
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points = [self.center]
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points = [center]
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angle = start_angle
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while angle <= end_angle:
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x = self.center[0] + self.radius * math.cos(angle)
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y = self.center[1] + self.radius * math.sin(angle)
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x = center[0] + self.radius * math.cos(angle)
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y = center[1] + self.radius * math.sin(angle)
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points.append((x, y))
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angle += math.radians(1)
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pygame.draw.polygon(self.screen, Colors.Yellow, points)
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29
pman.py
29
pman.py
@@ -1,8 +1,8 @@
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import pygame
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from actors.enums import Colors
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from actors.enums import Colors, PlayerDirection
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from actors.pacman import ActorPacman
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__version__ = "0.0.2"
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__version__ = "0.1.0"
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def main() -> None:
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pygame.init()
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@@ -10,16 +10,31 @@ def main() -> None:
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pygame.display.set_caption("Pac-Man " + __version__)
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player = ActorPacman()
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clock = pygame.time.Clock()
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running = True
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while running:
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screen.fill(Colors.Black)
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player.draw_pacman()
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pygame.display.flip()
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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match event.type:
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case pygame.QUIT:
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running = False
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case pygame.KEYDOWN:
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match event.key:
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case pygame.K_RIGHT:
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player.direction = PlayerDirection.DirectionRight
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case pygame.K_LEFT:
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player.direction = PlayerDirection.DirectionLeft
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case pygame.K_UP:
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player.direction = PlayerDirection.DirectionUp
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case pygame.K_DOWN:
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player.direction = PlayerDirection.DirectionDown
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player.animate()
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player.draw()
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pygame.display.flip()
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clock.tick(60)
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pygame.quit()
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