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enemy.py
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enemy.py
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import time
import pygame
from pygame import Vector2
import random
from game_object import GameObject
from settings import *
class Enemy(GameObject):
def __init__(self, app, pos, number):
super().__init__(app, pos)
self.number = number
self.colour = self.set_colour()
self.personality = self.set_personality()
self.sprites = []
self.sprites.append(pygame.image.load('Sprites/Ghosts/' + self.colour + '_up_1.png'))
self.sprites.append(pygame.image.load('Sprites/Ghosts/' + self.colour + '_up_2.png'))
self.current_sprite = 0
self.image = self.sprites[self.current_sprite]
self.radius = self.image.get_width() / 2
self.direction = Vector2(0, 0)
self.target = None
self.speed = self.set_speed()
self.first_time = time.time()
self.second_time = None
def update(self):
# self.change_speed()
self.target = self.set_target()
if self.target != self.grid_pos:
self.pix_pos += self.direction * self.speed
if self.time_to_move():
self.move()
self.grid_pos[0] = (self.pix_pos[0] - TOP_BOTTOM_BUFFER +
self.app.cell_width // 2) // self.app.cell_width + 1
self.grid_pos[1] = (self.pix_pos[1] - TOP_BOTTOM_BUFFER +
self.app.cell_height // 2) // self.app.cell_height + 1
# sprites animation
if self.direction == (0, -1):
self.sprites.clear()
self.sprites.append(pygame.image.load('Sprites/Ghosts/' + self.colour + '_up_1.png'))
self.sprites.append(pygame.image.load('Sprites/Ghosts/' + self.colour + '_up_2.png'))
if self.direction == (0, 1):
self.sprites.clear()
self.sprites.append(pygame.image.load('Sprites/Ghosts/' + self.colour + '_down_1.png'))
self.sprites.append(pygame.image.load('Sprites/Ghosts/' + self.colour + '_down_2.png'))
if self.direction == (-1, 0):
self.sprites.clear()
self.sprites.append(pygame.image.load('Sprites/Ghosts/' + self.colour + '_left_1.png'))
self.sprites.append(pygame.image.load('Sprites/Ghosts/' + self.colour + '_left_2.png'))
if self.direction == (1, 0):
self.sprites.clear()
self.sprites.append(pygame.image.load('Sprites/Ghosts/' + self.colour + '_right_1.png'))
self.sprites.append(pygame.image.load('Sprites/Ghosts/' + self.colour + '_right_2.png'))
self.current_sprite += 0.15
if int(self.current_sprite) >= len(self.sprites):
self.current_sprite = 0
self.image = self.sprites[int(self.current_sprite)]
def change_speed(self):
# check if is red ghost and change him speed
if self.number == 0 and self.speed < 2:
self.second_time = time.time()
if self.second_time - self.first_time >= 10:
self.first_time = self.second_time
self.speed = 2
def draw(self):
self.app.screen.blit(self.image, ((int(self.pix_pos.x) - self.radius), (int(self.pix_pos.y) - self.radius)))
def set_speed(self):
# if self.number == 0:
# return 1
# elif self.number == 1:
# return 1
# elif self.number == 2:
# return 1
# elif self.number == 3:
# return 1
# elif self.number == 4:
return 1
def set_target(self):
if self.personality == "speedy" or self.personality == "slow":
return self.app.player.grid_pos
else:
if self.app.player.grid_pos[0] > COLS // 2 and self.app.player.grid_pos[1] > ROWS // 2:
return Vector2(1, 1)
if self.app.player.grid_pos[0] > COLS // 2 and self.app.player.grid_pos[1] < ROWS // 2:
return Vector2(1, ROWS - 2)
if self.app.player.grid_pos[0] < COLS // 2 and self.app.player.grid_pos[1] > ROWS // 2:
return Vector2(COLS - 2, 1)
else:
return Vector2(COLS - 2, ROWS - 2)
def time_to_move(self):
if int(self.pix_pos.x + TOP_BOTTOM_BUFFER // 2) % self.app.cell_width == 0:
if self.direction == Vector2(1, 0) or self.direction == Vector2(-1, 0) or self.direction == Vector2(0, 0):
return True
if int(self.pix_pos.y + TOP_BOTTOM_BUFFER // 2) % self.app.cell_height == 0:
if self.direction == Vector2(0, 1) or self.direction == Vector2(0, -1) or self.direction == Vector2(0, 0):
return True
return False
def move(self):
if self.personality == "random":
self.direction = self.get_random_direction()
if self.personality == "slow":
self.direction = self.get_path_direction(self.target)
if self.personality == "speedy":
self.direction = self.get_path_direction(self.target)
if self.personality == "scared":
self.direction = self.get_path_direction(self.target)
def get_path_direction(self, target):
next_cell = self.find_next_cell_in_path(target)
xdir = next_cell[0] - self.grid_pos[0]
ydir = next_cell[1] - self.grid_pos[1]
return Vector2(xdir, ydir)
def find_next_cell_in_path(self, target):
path = self.BFS([int(self.grid_pos.x), int(self.grid_pos.y)], [
int(target[0]), int(target[1])])
return path[1]
def BFS(self, start, target):
grid = [[0 for x in range(28)] for _ in range(30)]
for cell in self.app.walls:
if cell.x < 28 and cell.y < 30:
grid[int(cell.y)][int(cell.x)] = 1
queue = [start]
path = []
visited = []
while queue:
current = queue[0]
queue.remove(queue[0])
visited.append(current)
if current == target:
break
else:
neighbours = [[0, -1], [1, 0], [0, 1], [-1, 0]]
for neighbour in neighbours:
if neighbour[0] + current[0] >= 0 and neighbour[0] + current[0] < len(grid[0]):
if neighbour[1] + current[1] >= 0 and neighbour[1] + current[1] < len(grid):
next_cell = [neighbour[0] + current[0], neighbour[1] + current[1]]
if next_cell not in visited:
if grid[next_cell[1]][next_cell[0]] != 1:
queue.append(next_cell)
path.append({"Current": current, "Next": next_cell})
shortest = [target]
while target != start:
for step in path:
if step["Next"] == target:
target = step["Current"]
shortest.insert(0, step["Current"])
return shortest
def get_random_direction(self):
while True:
number = random.randint(-6, 5)
if number == -2:
x_dir, y_dir = 1, 0
elif number == -1:
x_dir, y_dir = 0, 1
elif number == 0:
x_dir, y_dir = -1, 0
elif number == -3:
x_dir, y_dir = 0, 1
elif number == 2:
x_dir, y_dir = -1, 0
elif number == -4:
x_dir, y_dir = 1, 0
elif number == 3:
x_dir, y_dir = 0, 1
else:
x_dir, y_dir = 0, -1
next_pos = Vector2(self.grid_pos.x + x_dir, self.grid_pos.y + y_dir)
if next_pos not in self.app.walls:
break
return Vector2(x_dir, y_dir)
def get_pix_pos(self):
return Vector2((self.grid_pos.x * self.app.cell_width) + TOP_BOTTOM_BUFFER // 2 + self.app.cell_width // 2,
(self.grid_pos.y * self.app.cell_height) + TOP_BOTTOM_BUFFER // 2 +
self.app.cell_height // 2)
def set_colour(self):
if self.number == 0:
return 'red'
if self.number == 1:
return 'pink'
if self.number == 2:
return 'blue'
if self.number == 3:
return 'orange'
def set_personality(self):
if self.number == 0:
return "speedy"
elif self.number == 1:
return "slow"
elif self.number == 2:
return "random"
else:
return "scared"