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world.py
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import pygame
import time
from settings import HEIGHT, WIDTH, NAV_HEIGHT, CHAR_SIZE, MAP, PLAYER_SPEED
from pac import Pac
from cell import Cell
from berry import Berry
from ghost import Ghost
from display import Display
class World:
def __init__(self, screen):
self.screen = screen
self.player = pygame.sprite.GroupSingle()
self.ghosts = pygame.sprite.Group()
self.walls = pygame.sprite.Group()
self.berries = pygame.sprite.Group()
self.display = Display(self.screen)
self.game_over = False
self.reset_pos = False
self.player_score = 0
self.game_level = 1
self._generate_world()
# create and add player to the screen
def _generate_world(self):
# renders obstacle from the MAP table
for y_index, col in enumerate(MAP):
for x_index, char in enumerate(col):
if char == "1": # for walls
self.walls.add(Cell(x_index, y_index, CHAR_SIZE, CHAR_SIZE))
elif char == " ": # for paths to be filled with berries
self.berries.add(Berry(x_index, y_index, CHAR_SIZE // 4))
elif char == "B": # for big berries
self.berries.add(Berry(x_index, y_index, CHAR_SIZE // 2, is_power_up=True))
# for Ghosts's starting position
elif char == "s":
self.ghosts.add(Ghost(x_index, y_index, "skyblue"))
elif char == "p":
self.ghosts.add(Ghost(x_index, y_index, "pink"))
elif char == "o":
self.ghosts.add(Ghost(x_index, y_index, "orange"))
elif char == "r":
self.ghosts.add(Ghost(x_index, y_index, "red"))
elif char == "P": # for PacMan's starting position
self.player.add(Pac(x_index, y_index))
self.walls_collide_list = [wall.rect for wall in self.walls.sprites()]
def generate_new_level(self):
for y_index, col in enumerate(MAP):
for x_index, char in enumerate(col):
if char == " ": # for paths to be filled with berries
self.berries.add(Berry(x_index, y_index, CHAR_SIZE // 4))
elif char == "B": # for big berries
self.berries.add(Berry(x_index, y_index, CHAR_SIZE // 2, is_power_up=True))
time.sleep(2)
def restart_level(self):
self.berries.empty()
[ghost.move_to_start_pos() for ghost in self.ghosts.sprites()]
self.game_level = 1
self.player.sprite.pac_score = 0
self.player.sprite.life = 3
self.player.sprite.move_to_start_pos()
self.player.sprite.direction = (0, 0)
self.player.sprite.status = "idle"
self.generate_new_level()
# displays nav
def _dashboard(self):
nav = pygame.Rect(0, HEIGHT, WIDTH, NAV_HEIGHT)
pygame.draw.rect(self.screen, pygame.Color("cornsilk4"), nav)
self.display.show_life(self.player.sprite.life)
self.display.show_level(self.game_level)
self.display.show_score(self.player.sprite.pac_score)
def _check_game_state(self):
# checks if game over
if self.player.sprite.life == 0:
self.game_over = True
# generates new level
if len(self.berries) == 0 and self.player.sprite.life > 0:
self.game_level += 1
for ghost in self.ghosts.sprites():
ghost.move_speed += self.game_level
ghost.move_to_start_pos()
self.player.sprite.move_to_start_pos()
self.player.sprite.direction = (0, 0)
self.player.sprite.status = "idle"
self.generate_new_level()
def update(self):
if not self.game_over:
# player movement
pressed_key = pygame.key.get_pressed()
self.player.sprite.animate(pressed_key, self.walls_collide_list)
# teleporting to the other side of the map
if self.player.sprite.rect.right <= 0:
self.player.sprite.rect.x = WIDTH
elif self.player.sprite.rect.left >= WIDTH:
self.player.sprite.rect.x = 0
# PacMan eating-berry effect
for berry in self.berries.sprites():
if self.player.sprite.rect.colliderect(berry.rect):
if berry.power_up:
self.player.sprite.immune_time = 150 # Timer based from FPS count
self.player.sprite.pac_score += 50
else:
self.player.sprite.pac_score += 10
berry.kill()
# PacMan bumping into ghosts
for ghost in self.ghosts.sprites():
if self.player.sprite.rect.colliderect(ghost.rect):
if not self.player.sprite.immune:
time.sleep(2)
self.player.sprite.life -= 1
self.reset_pos = True
break
else:
ghost.move_to_start_pos()
self.player.sprite.pac_score += 100
self._check_game_state()
# rendering
[wall.update(self.screen) for wall in self.walls.sprites()]
[berry.update(self.screen) for berry in self.berries.sprites()]
[ghost.update(self.walls_collide_list) for ghost in self.ghosts.sprites()]
self.ghosts.draw(self.screen)
self.player.update()
self.player.draw(self.screen)
self.display.game_over() if self.game_over else None
self._dashboard()
# reset Pac and Ghosts position after PacMan get captured
if self.reset_pos and not self.game_over:
[ghost.move_to_start_pos() for ghost in self.ghosts.sprites()]
self.player.sprite.move_to_start_pos()
self.player.sprite.status = "idle"
self.player.sprite.direction = (0,0)
self.reset_pos = False
# for restart button
if self.game_over:
pressed_key = pygame.key.get_pressed()
if pressed_key[pygame.K_r]:
self.game_over = False
self.restart_level()