Game converted to class. /JL
This commit is contained in:
259
pman.py
259
pman.py
@@ -7,174 +7,183 @@ from actors.ghost_mode_controller import GhostModeController
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from hud import HUD
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from maze import Maze
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__version__ = "0.3.4"
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__version__ = "0.4.0"
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# Constants
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HAT_REPEAT_DELAY = 300 # milliseconds before first repeat
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HAT_REPEAT_INTERVAL = 100 # milliseconds between repeats
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# State
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hat_direction = (0, 0)
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hat_timer = 0
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hat_first_press = True
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class Game:
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def __init__(self):
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#states
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self.hat_direction = (0, 0)
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self.hat_timer = 0
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self.hat_first_press = True
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self.setup()
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self.running = True
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while self.running:
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self.main_loop()
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def spawn_ghosts(center_position):
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"""
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Spawns up to 4 ghosts at the center of the maze ("ghost house").
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if self.joysticks:
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self.joysticks[self.joy.get_instance_id()].controllers[0].close()
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Args:
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center_position (tuple): (x, y) coordinates for spawn point.
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pygame.quit()
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Returns:
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pygame.sprite.Group: A group containing all ghost instances.
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"""
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offset = 20 # spread out a little bit inside ghost home
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def setup(self):
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pygame.init()
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pygame.key.set_repeat(200)
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self.joystick_count = pygame.joystick.get_count()
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blinky = Blinky((center_position[0] - offset, center_position[1] - offset))
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pinky = Pinky((center_position[0] + offset, center_position[1] - offset))
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inky = Inky((center_position[0] - offset, center_position[1] + offset))
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clyde = Clyde((center_position[0] + offset, center_position[1] + offset))
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self.joysticks = {}
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return pygame.sprite.Group(blinky, pinky, inky, clyde)
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self.screen_width, self.screen_height = (32*29), (32*30)+32
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self.screen = pygame.display.set_mode((self.screen_width, self.screen_height))
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pygame.display.set_caption("Pac-Man " + __version__)
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def handle_hat_repeat():
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global hat_timer, hat_first_press
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now = pygame.time.get_ticks()
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if hat_direction != (0, 0):
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if hat_first_press:
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if now - hat_timer >= HAT_REPEAT_DELAY:
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hat_timer = now
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hat_first_press = False
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post_hat_repeat_event()
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else:
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if now - hat_timer >= HAT_REPEAT_INTERVAL:
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hat_timer = now
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post_hat_repeat_event()
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self.cherry_img = pygame.image.load("assets/cherry.png").convert_alpha()
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self.hud = HUD(self.screen_width, self.screen_height, cherry_image=self.cherry_img)
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self.maze = Maze("maze/pacman_maze.txt")
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def post_hat_repeat_event():
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pygame.event.post(pygame.event.Event(pygame.USEREVENT, {
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"type_name": "JOYHATREPEAT",
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"value": hat_direction
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}))
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self.player = ActorPacman(self.screen, center=self.maze.pacman_start, start_location=self.maze.pacman_location, maze=self.maze)
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self.ghost_mode_controller = GhostModeController()
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self.ghost_home_center = (self.screen_width // 2, (self.screen_height) // 2)
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self.ghosts = self.spawn_ghosts(self.ghost_home_center)
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self.clock = pygame.time.Clock()
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def main() -> None:
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global hat_direction, hat_timer, hat_first_press
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def spawn_ghosts(self, center_position):
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"""
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Spawns up to 4 ghosts at the center of the maze ("ghost house").
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pygame.init()
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pygame.key.set_repeat(200)
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joystick_count = pygame.joystick.get_count()
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Args:
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center_position (tuple): (x, y) coordinates for spawn point.
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joysticks = {}
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Returns:
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pygame.sprite.Group: A group containing all ghost instances.
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"""
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offset = 20 # spread out a little bit inside ghost home
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screen_width, screen_height = (32*29), (32*30)+32
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screen = pygame.display.set_mode((screen_width, screen_height))
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pygame.display.set_caption("Pac-Man " + __version__)
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blinky = Blinky((center_position[0] - offset, center_position[1] - offset))
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pinky = Pinky((center_position[0] + offset, center_position[1] - offset))
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inky = Inky((center_position[0] - offset, center_position[1] + offset))
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clyde = Clyde((center_position[0] + offset, center_position[1] + offset))
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cherry_img = pygame.image.load("assets/cherry.png").convert_alpha()
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hud = HUD(screen_width, screen_height, cherry_image=cherry_img)
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maze = Maze("maze/pacman_maze.txt")
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return pygame.sprite.Group(blinky, pinky, inky, clyde)
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player = ActorPacman(screen, center=maze.pacman_start, start_location=maze.pacman_location, maze=maze)
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ghost_mode_controller = GhostModeController()
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ghost_home_center = (screen_width // 2, (screen_height) // 2)
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ghosts = spawn_ghosts(ghost_home_center)
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clock = pygame.time.Clock()
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def handle_hat_repeat(self):
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now = pygame.time.get_ticks()
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if self.hat_direction != (0, 0):
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if self.hat_first_press:
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if now - self.hat_timer >= HAT_REPEAT_DELAY:
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self.hat_timer = now
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self.hat_first_press = False
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self.post_hat_repeat_event()
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else:
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if now - self.hat_timer >= HAT_REPEAT_INTERVAL:
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self.hat_timer = now
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self.post_hat_repeat_event()
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running = True
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while running:
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screen.fill(Colors.Black.value)
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pygame.event.pump()
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def post_hat_repeat_event(self):
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pygame.event.post(pygame.event.Event(pygame.USEREVENT, {
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"type_name": "JOYHATREPEAT",
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"value": self.hat_direction
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}))
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def main_loop(self):
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self.screen.fill(Colors.Black.value)
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self.handle_events()
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# In your main game loop:
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self.handle_hat_repeat()
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self.hud.draw(self.screen)
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self.maze.draw(self.screen)
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self.player.update()
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self.player.draw()
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self.ghost_mode_controller.update()
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self.current_mode = self.ghost_mode_controller.mode
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for ghost in self.ghosts:
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ghost.set_mode(self.current_mode)
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#ghost.update(maze, pacman)
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self.ghosts.draw(self.screen)
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pygame.display.flip()
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self.clock.tick(60)
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def handle_events(self):
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for event in pygame.event.get():
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match event.type:
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case pygame.QUIT:
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running = False
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self.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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if maze.is_wall(player.location[0] + 1, player.location[1]):
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if self.maze.is_wall(self.player.location[0] + 1, self.player.location[1]):
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break
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player.direction = PlayerDirection.DirectionRight
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player.move_right()
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self.player.direction = PlayerDirection.DirectionRight
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self.player.move_right()
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case pygame.K_LEFT:
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if maze.is_wall(player.location[0] - 1, player.location[1]):
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if self.maze.is_wall(self.player.location[0] - 1, self.player.location[1]):
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break
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player.direction = PlayerDirection.DirectionLeft
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player.move_left()
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self.player.direction = PlayerDirection.DirectionLeft
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self.player.move_left()
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case pygame.K_UP:
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if maze.is_wall(player.location[0], player.location[1] - 1):
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if self.maze.is_wall(self.player.location[0], self.player.location[1] - 1):
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break
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player.direction = PlayerDirection.DirectionUp
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player.move_up()
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self.player.direction = PlayerDirection.DirectionUp
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self.player.move_up()
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case pygame.K_DOWN:
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if maze.is_wall(player.location[0], player.location[1] + 1):
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if self.maze.is_wall(self.player.location[0], self.player.location[1] + 1):
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break
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player.direction = PlayerDirection.DirectionDown
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player.move_down()
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self.player.direction = PlayerDirection.DirectionDown
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self.player.move_down()
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case pygame.JOYHATMOTION:
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hat_x, hat_y = hat_direction = event.value
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hat_timer = pygame.time.get_ticks()
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hat_first_press = True
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self.hat_direction = event.value
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self.hat_x, self.hat_y = self.hat_direction
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self.hat_timer = pygame.time.get_ticks()
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self.hat_first_press = True
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if self.hat_x == 1:
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if event.type == pygame.USEREVENT and event.dict.get("type_name") == "JOYHATREPEAT":
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if self.maze.is_wall(self.player.location[0] + 1, self.player.location[1]):
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break
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self.player.direction = PlayerDirection.DirectionRight
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self.player.move_right()
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elif self.hat_x == -1:
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if event.type == pygame.USEREVENT and event.dict.get("type_name") == "JOYHATREPEAT":
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if self.maze.is_wall(self.player.location[0] - 1, self.player.location[1]):
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break
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self.player.direction = PlayerDirection.DirectionLeft
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self.player.move_left()
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elif self.hat_y == 1:
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if event.type == pygame.USEREVENT and event.dict.get("type_name") == "JOYHATREPEAT":
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if self.maze.is_wall(self.player.location[0], self.player.location[1] - 1):
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break
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self.player.direction = PlayerDirection.DirectionUp
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self.player.move_up()
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elif self.hat_y == -1:
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if event.type == pygame.USEREVENT and event.dict.get("type_name") == "JOYHATREPEAT":
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if self.maze.is_wall(self.player.location[0], self.player.location[1] + 1):
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break
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self.player.direction = PlayerDirection.DirectionDown
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self.player.move_down()
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if event.type == pygame.USEREVENT and event.dict.get("type_name") == "JOYHATREPEAT":
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print(f"Repeated hat: {event.dict['value']}")
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if hat_x == 1:
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if maze.is_wall(player.location[0] + 1, player.location[1]):
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break
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player.direction = PlayerDirection.DirectionRight
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player.move_right()
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elif hat_x == -1:
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if maze.is_wall(player.location[0] - 1, player.location[1]):
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break
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player.direction = PlayerDirection.DirectionLeft
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player.move_left()
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elif hat_y == 1:
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if maze.is_wall(player.location[0], player.location[1] - 1):
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break
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player.direction = PlayerDirection.DirectionUp
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player.move_up()
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elif hat_y == -1:
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if maze.is_wall(player.location[0], player.location[1] + 1):
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break
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player.direction = PlayerDirection.DirectionDown
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player.move_down()
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# Handle hotplugging
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case pygame.JOYDEVICEADDED:
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# This event will be generated when the program starts for every
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# joystick, filling up the list without needing to create them manually.
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joy = pygame.joystick.Joystick(event.device_index)
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joysticks[joy.get_instance_id()] = PC.controller.Controllers(joy)
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self.joy = pygame.joystick.Joystick(event.device_index)
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self.joysticks[self.joy.get_instance_id()] = PC.controller.Controllers(self.joy)
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case pygame.JOYDEVICEREMOVED:
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del joysticks[event.instance_id]
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del self.joysticks[event.instance_id]
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print(f"Joystick {event.instance_id} disconnected")
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match maze.collect_dot(player.location[0], player.location[1]):
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match self.maze.collect_dot(self.player.location[0], self.player.location[1]):
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case "dot":
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hud.add_points(10)
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self.hud.add_points(10)
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case "power":
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hud.add_points(50)
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# In your main game loop:
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handle_hat_repeat()
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hud.draw(screen)
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maze.draw(screen)
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player.update()
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player.draw()
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ghost_mode_controller.update()
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current_mode = ghost_mode_controller.mode
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for ghost in ghosts:
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ghost.set_mode(current_mode)
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#ghost.update(maze, pacman)
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ghosts.draw(screen)
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pygame.display.flip()
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clock.tick(60)
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if joysticks:
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joysticks[joy.get_instance_id()].controllers[0].close()
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pygame.quit()
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self.hud.add_points(50)
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if __name__ == "__main__":
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main()
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pman = Game()
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59
repeater.py
Normal file
59
repeater.py
Normal file
@@ -0,0 +1,59 @@
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import pygame
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pygame.init()
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screen = pygame.display.set_mode((640, 480))
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clock = pygame.time.Clock()
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# Constants
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HAT_REPEAT_DELAY = 300 # milliseconds before first repeat
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HAT_REPEAT_INTERVAL = 100 # milliseconds between repeats
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# State
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hat_direction = (0, 0)
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hat_timer = 0
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hat_first_press = True
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# Init joystick
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pygame.joystick.init()
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if pygame.joystick.get_count() > 0:
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joystick = pygame.joystick.Joystick(0)
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joystick.init()
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def handle_hat_repeat():
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global hat_timer, hat_first_press
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now = pygame.time.get_ticks()
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if hat_direction != (0, 0):
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if hat_first_press:
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if now - hat_timer >= HAT_REPEAT_DELAY:
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hat_timer = now
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hat_first_press = False
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post_hat_repeat_event()
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else:
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if now - hat_timer >= HAT_REPEAT_INTERVAL:
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hat_timer = now
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post_hat_repeat_event()
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def post_hat_repeat_event():
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pygame.event.post(pygame.event.Event(pygame.USEREVENT, {
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"type_name": "JOYHATREPEAT",
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"value": hat_direction
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}))
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running = True
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while running:
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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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elif event.type == pygame.JOYHATMOTION:
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hat_direction = event.value
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hat_timer = pygame.time.get_ticks()
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hat_first_press = True
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elif event.type == pygame.USEREVENT and event.dict.get("type_name") == "JOYHATREPEAT":
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print(f"Repeated hat: {event.dict['value']}")
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handle_hat_repeat()
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screen.fill((0, 0, 0))
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pygame.display.flip()
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clock.tick(60)
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Reference in New Issue
Block a user