247 lines
12 KiB
Python
247 lines
12 KiB
Python
import pygame
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import pygameControls as PC
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from actors.enums import Colors, PlayerDirection
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from actors.pacman import ActorPacman
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from actors.ghost import Blinky, Pinky, Inky, Clyde # adjust import path as needed
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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__ = "0.5.2"
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# Constants
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HAT_REPEAT_DELAY = 0 # milliseconds before first repeat
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HAT_REPEAT_INTERVAL = 200 # milliseconds between repeats
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RUMBLE_TIMEOUT = 200
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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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if self.joysticks:
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self.joysticks[self.joy.get_instance_id()].controllers[0].close()
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pygame.quit()
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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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self.joysticks = {}
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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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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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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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self.rumble_timer = pygame.time.get_ticks()
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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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Args:
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center_position (tuple): (x, y) coordinates for spawn point.
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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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self.blinky = Blinky((center_position[0] - 64, center_position[1] - 32), start_location=(13, 14))
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self.pinky = Pinky((center_position[0] + 64, center_position[1] - 32), start_location=(17, 14))
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self.inky = Inky((center_position[0] - 64, center_position[1] + 32), start_location=(13, 16))
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self.clyde = Clyde((center_position[0] + 64, center_position[1] + 32), start_location=(17, 16))
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return pygame.sprite.Group(self.blinky, self.pinky, self.inky, self.clyde)
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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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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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if self.joysticks:
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if pygame.time.get_ticks() - self.rumble_timer > RUMBLE_TIMEOUT:
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self.joysticks[self.joy.get_instance_id()].controllers[0].stop_rumble()
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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(self.maze, self.player)
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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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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 self.maze.is_wall(self.player.location[0] + 1, self.player.location[1]):
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break
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elif self.maze.is_ghost_home(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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case pygame.K_LEFT:
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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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elif self.maze.is_ghost_home(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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case pygame.K_UP:
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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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elif self.maze.is_ghost_home(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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case pygame.K_DOWN:
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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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elif self.maze.is_ghost_home(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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case pygame.JOYHATMOTION:
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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 self.maze.is_wall(self.player.location[0] + 1, self.player.location[1]):
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break
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elif self.maze.is_ghost_home(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 self.maze.is_wall(self.player.location[0] - 1, self.player.location[1]):
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break
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elif self.maze.is_ghost_home(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 self.maze.is_wall(self.player.location[0], self.player.location[1] - 1):
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break
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elif self.maze.is_ghost_home(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 self.maze.is_wall(self.player.location[0], self.player.location[1] + 1):
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break
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elif self.maze.is_ghost_home(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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case pygame.USEREVENT:
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if event.dict.get("type_name") == "JOYHATREPEAT":
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match event.dict['value']:
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case (1, 0):
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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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elif self.maze.is_ghost_home(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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case (-1, 0):
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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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elif self.maze.is_ghost_home(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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case (0, 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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elif self.maze.is_ghost_home(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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case (0, -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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elif self.maze.is_ghost_home(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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# 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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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 self.joysticks[event.instance_id]
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print(f"Joystick {event.instance_id} disconnected")
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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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self.hud.add_points(10)
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if self.joysticks:
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self.joysticks[self.joy.get_instance_id()].controllers[0].rumble(25, 50)
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self.rumble_timer = pygame.time.get_ticks()
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case "power":
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self.hud.add_points(50)
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if self.joysticks:
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self.joysticks[self.joy.get_instance_id()].controllers[0].rumble(255, 255)
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self.rumble_timer = pygame.time.get_ticks()
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self.ghost_mode_controller.trigger_frightened()
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if __name__ == "__main__":
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pman = Game()
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