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pacman.py
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pacman.py
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import pygame
from pygame.locals import *
from numpy import loadtxt
import time
import random
#Constants for the game
WIDTH, HEIGHT = (32, 32)
WALL_COLOR = pygame.Color(0, 0, 255, 255) # BLUE
PACMAN_COLOR = pygame.Color(255, 0, 0, 255) # RED
COIN_COLOR = pygame.Color(255, 255, 0, 255) # RED
DOWN = (0,0.1)
RIGHT = (0.1,0)
TOP = (0,-0.1)
LEFT = (-0.1,0)
stop = (0,0)
state = 3
lives=3
#Draws a rectangle for the wall and skip position where i am displaying score
def draw_wall(screen, pos):
if(pos != (0,0) and pos != (1,0) and pos != (2,0) and pos != (3,0) and pos != (4,0) and pos != (5,0) and pos != (6,0) and pos != (7,0) and pos!=(17,15) and pos!=(18,15) and pos!=(19,15)):
pixels = pixels_from_points(pos)
image = pygame.image.load('output-onlinepngtools.png')
screen.blit(image,pixels)
'''Draws a rectangle for the player and drawpacman
and what not everything is here but you cant see and yes enemies also, yes still didnt caught
add_to_pos ; screen display ; and then intitialization'''
def draw_pacman(screen, pos,coincount1,move_direction,state):
pixels = pixels_from_points(pos)
if(move_direction==LEFT):
#loading image onto the screen and bliting them
image = [pygame.image.load('lpac1.png'),pygame.image.load('lpac2.png')]
screen.blit(image[coincount1//8],pixels)
elif(move_direction==RIGHT):
image = [pygame.image.load('rpac1.png'),pygame.image.load('rpac2.png')]
screen.blit(image[coincount1//8],pixels)
elif(move_direction==TOP):
image = [pygame.image.load('upac1.png'),pygame.image.load('upac2.png')]
screen.blit(image[coincount1//8],pixels)
elif(move_direction==DOWN):
image = [pygame.image.load('dpac1.png'),pygame.image.load('dpac2.png')]
screen.blit(image[coincount1//8],pixels)
else:
if state == 0: # condition for different kind of image display
image=[pygame.image.load('upac1.png'),pygame.image.load('upac2.png')]
screen.blit(image[coincount1//8],pixels)
elif state == 1:
image=[pygame.image.load('dpac1.png'),pygame.image.load('dpac2.png')]
screen.blit(image[coincount1//8],pixels)
elif state == 2:
image=[pygame.image.load('lpac1.png'),pygame.image.load('lpac2.png')]
screen.blit(image[coincount1//8],pixels)
elif state == 3:
image=[pygame.image.load('rpac1.png'),pygame.image.load('rpac2.png')]
screen.blit(image[coincount1//8],pixels)
''' Draw enemy and blit screen rectangle and what not
do whatever it is there i dont care.
get my point or not orbit about the spin and skiping it all through'''
def draw_enemy(screen, pos,coincount2):
pixels = pixels_from_points(pos)
image = [pygame.image.load('ghost1.png') ,pygame.image.load('ghost2.png'),pygame.image.load('ghost3.png') ]
screen.blit(image[coincount2],pixels)
def draw_lives(screen,pos):
pixels = pixels_from_points(pos)
image = pygame.image.load('lpac2.png')
screen.blit(image,pixels)
#Draws a rectangle for the coin
def draw_coin(screen, pos,coincount):
pixels = pixels_from_points(pos)
image = [pygame.image.load('1-coin.png'),pygame.image.load('2-coin.png'),pygame.image.load('3-coin.png'),pygame.image.load('4-coin.png'),pygame.image.load('5-coin.png'),pygame.image.load('6-coin.png')]
screen.blit(image[coincount],pixels)
#Uitlity functions
def add_to_pos(pos, pos2):
return [pos[0]+pos2[0], pos[1]+pos2[1]]
def pixels_from_points(pos):
return [pos[0]*WIDTH, pos[1]*HEIGHT]
#Initializing pygame
pygame.init()
screen = pygame.display.set_mode((640,512), 0, 32)
background = pygame.surface.Surface((640,512)).convert()
#Initializing variables
'''Some thing to define the screen size ,pixel, dimension
pacman,enemy,walls, lauda and lahsun, coins of different
shape, time, clock and everything.'''
layout = loadtxt('layout.txt', dtype=str)
rows, cols = layout.shape
pacman_position = coinp = [1,1]
coinposx = coinposy = 9
enemy1_position = [8.0,6.0]
e1_direction = RIGHT
enemy2_position = [9.0,6.0]
e2_direction = TOP
enemy3_position = [10,6]
e3_direction = LEFT
background.fill((255,255,255))
bg = pygame.image.load('index.jpeg')
coincount=score=coincount1=0
# Main game loop
'''main game loop does all the movement and every
other thing I dont know I just did it and it ran.'''
start_time = time.time()
move_direction = DOWN
while True:
delay = 1
clock = pygame.time.Clock()
clock.tick(80)/1000
time_passed = round(time.time()-start_time,2)
for event in pygame.event.get():
if event.type == QUIT:
exit()
screen.blit(background, (0,0))
if(coincount>5):
coincount=0
if(coincount1>15):
coincount1=0
if(coincount>2):
coincount = 0
#Draw board from the 2d layout array.
#In the board, '.' denote the empty space, 'w' are the walls, 'c' are the coins
'''getting the position of
the coins , walls and all. '''
for col in range(cols):
for row in range(rows):
value = layout[row][col]
pos = (col, row)
if value == 'w':
draw_wall(screen, pos)
elif value == 'c':
draw_coin(screen, pos,coincount)
coincount+=1
coincount2=0
#Draw the player
draw_enemy(screen, enemy1_position, coincount2)
coincount2+=1
draw_enemy(screen, enemy2_position,coincount2)
coincount2+=1
draw_enemy(screen, enemy3_position,coincount2)
coincount2+=1
#TODO: Take input from the user and update pacman moving direction, Currently hardcoded to always move down
'''this part tells us about the key pressed
record it in a variable and then stores it
to be used further'''
key = pygame.key.get_pressed()
if key[K_UP]:
move_direction = TOP
state =0
elif(key[K_DOWN]):
move_direction = DOWN
state =1
elif(key[K_LEFT]):
move_direction = LEFT
state =2
elif(key[K_RIGHT]):
move_direction = RIGHT
state =3
draw_pacman(screen, pacman_position,coincount1,move_direction,state)
coincount1+=1
#tunnelcondition
if(pacman_position[0]<=0 and move_direction==LEFT):
pacman_position[0] = 19
if(pacman_position[0]>=19 and move_direction == RIGHT):
pacman_position[0] = 0
'''checking for the walls and making it move accordingly'''
if(move_direction==TOP):
value = layout[int(pacman_position[1])][round(pacman_position[0])]
if(value=='w'):
move_direction = stop
elif(move_direction==DOWN):
value = layout[int(pacman_position[1]+1)][round(pacman_position[0])]
if(value=='w'):
move_direction = stop
elif(move_direction==RIGHT):
value = layout[round(pacman_position[1])][int(pacman_position[0])+1]
if(value=='w'):
move_direction = stop
elif(move_direction==LEFT):
value = layout[round(pacman_position[1])][int(pacman_position[0])]
if(value=='w'):
move_direction = stop
#Update player position based on movement.
if move_direction == RIGHT or move_direction == LEFT:
pacman_position = [pacman_position[0],round(pacman_position[1])]
elif move_direction == TOP or move_direction==DOWN:
pacman_position = [round(pacman_position[0]),pacman_position[1]]
if(pacman_position[0]<=0 and move_direction==LEFT):
pacman_position[0] = 19
if(pacman_position[0]>=19 and move_direction == RIGHT):
pacman_position[0] = 0
if(move_direction==TOP):
value = layout[int(pacman_position[1])][round(pacman_position[0])]
if(value=='w'):
move_direction = stop
elif(move_direction==DOWN):
value = layout[int(pacman_position[1]+1)][round(pacman_position[0])]
if(value=='w'):
move_direction = stop
elif(move_direction==RIGHT):
value = layout[round(pacman_position[1])][int(pacman_position[0])+1]
if(value=='w'):
move_direction = stop
elif(move_direction==LEFT):
value = layout[round(pacman_position[1])][int(pacman_position[0])]
if(value=='w'):
move_direction = stop
#Update player position based on movement.
if move_direction == RIGHT or move_direction == LEFT:
pacman_position = [pacman_position[0],round(pacman_position[1])]
elif move_direction == TOP or move_direction==DOWN:
pacman_position = [round(pacman_position[0]),pacman_position[1]]
#enemy
'''this part does the same as pacman
part but for the three enemies and checks for
the same conditions vbut is taking direcctions randomly'''
mog1=[]
if(float(round(enemy1_position[0],2)).is_integer() and float(round(enemy1_position[1],2)).is_integer()):
if(layout[round(enemy1_position[1])][round(enemy1_position[0])-1]!='w' and e1_direction!=RIGHT):
mog1.append(LEFT)
if(layout[round(enemy1_position[1])][round(enemy1_position[0])+1]!='w' and e1_direction!=LEFT):
mog1.append(RIGHT)
if(layout[round(enemy1_position[1])-1][round(enemy1_position[0])]!='w' and e1_direction!=DOWN):
mog1.append(TOP)
if(layout[round(enemy1_position[1])+1][round(enemy1_position[0])]!='w' and e1_direction!=TOP):
mog1.append(DOWN)
e1_direction = random.choice(mog1)
'''just adding more comments'''
if(enemy1_position[0]<=0 and e1_direction==LEFT):
enemy1_position[0] = 19
if(enemy1_position[0]>=18 and e1_direction == RIGHT):
enemy1_position[0] = 0
enemy1_position = add_to_pos(enemy1_position,e1_direction)
'''part 2 to check it all that if there is a wall or not
and how does it all work'''
mog2=[]
if(float(round(enemy2_position[0],2)).is_integer() and float(round(enemy2_position[1],2)).is_integer()):
if(layout[round(enemy2_position[1])][round(enemy2_position[0])-1]!='w' and e2_direction!=RIGHT):
mog2.append(LEFT)
if(layout[round(enemy2_position[1])][round(enemy2_position[0])+1]!='w' and e2_direction!=LEFT):
mog2.append(RIGHT)
if(layout[round(enemy2_position[1])-1][round(enemy2_position[0])]!='w' and e2_direction!=DOWN):
mog2.append(TOP)
if(layout[round(enemy2_position[1])+1][round(enemy2_position[0])]!='w' and e2_direction!=TOP):
mog2.append(DOWN)
e2_direction = random.choice(mog2)
#tunnel conditions
if(enemy2_position[0]<=0 and e2_direction==LEFT):
enemy2_position[0] = 19
if(enemy2_position[0]>=18 and e2_direction == RIGHT):
enemy2_position[0] = 0
enemy2_position = add_to_pos(enemy2_position,e2_direction)
mog3=[]
'''sam thing for enemy 3'''
if(float(round(enemy3_position[0],2)).is_integer() and float(round(enemy3_position[1],2)).is_integer()):
if(layout[round(enemy3_position[1])][round(enemy3_position[0])-1]!='w' and e3_direction!=RIGHT):
mog3.append(LEFT)
if(layout[round(enemy3_position[1])][round(enemy3_position[0])+1]!='w' and e3_direction!=LEFT):
mog3.append(RIGHT)
if(layout[round(enemy3_position[1])-1][round(enemy3_position[0])]!='w' and e3_direction!=DOWN):
mog3.append(TOP)
if(layout[round(enemy3_position[1])+1][round(enemy3_position[0])]!='w' and e3_direction!=TOP):
mog3.append(DOWN)
e3_direction = random.choice(mog3)
#tunnel conditions for the pacman and the enemy.
if(enemy3_position[0]<=0 and e3_direction==LEFT):
enemy3_position[0] = 19
if(enemy3_position[0]>=18 and e3_direction == RIGHT):
enemy3_position[0] = 0
enemy3_position = add_to_pos(enemy3_position,e3_direction)
'''if emeny caught the pacman we need to rest the game to inital position, so'''
if((round(enemy1_position[0]),round(enemy1_position[1]))==(round(pacman_position[0]),round(pacman_position[1])) or (round(enemy2_position[0]),round(enemy2_position[1]))==(round(pacman_position[0]),round(pacman_position[1])) or (round(enemy3_position[0]),round(enemy3_position[1]))==(round(pacman_position[0]),round(pacman_position[1]))):
lives-=1
pacman_position = [1,1]
enemy1_position = [8.0,6.0]
enemy2_position = [9.0,6.0]
enemy3_position = [10.0,6.0]
time.sleep(1)
#Update player position based on movement.
pacman_position = add_to_pos(pacman_position, move_direction)
if(layout[round(pacman_position[1])][round(pacman_position[0])]=='c'):
layout[round(pacman_position[1])][round(pacman_position[0])]='.'
score+=10
coinposx = random.randint(0,15)
coinposy = random.randint(0,19)
while (layout[coinposx][coinposy]=='w'):
coinposx = random.randint(0,15)
coinposy = random.randint(0,19)
layout[coinposx][coinposy] = 'c'
#TODO: Check if player ate any coin, or collided with the wall by using the layout array.
# player should stop when colliding with a wall
# coin should dissapear when eating, i.e update the layout array
'''bliting gthe score and life's and time and every other thing'''
'''world around is a pacman and thing assignment is trip and goes high
as fully fleged scrap'''
myfont = pygame.font.SysFont('Comic Sans MS', 30)
textsurface = myfont.render('Score = ' + str(score), False, (255, 0, 0))
timesurface = myfont.render('Time = ' + str(time_passed), False, (255, 0, 255))
screen.blit(textsurface,(0,0))
screen.blit(timesurface,(128,0))
#Update the display
lpos =[(19,15),(18,15),(17,15)]
for i in range(lives):
draw_lives(screen,lpos[i])
if(lives==0):
time.sleep(1)
#sleep time and displaying game over
pygame.draw.rect(screen,(0,0,0),(50,100,550,250))
myfont = pygame.font.SysFont('Comic Sans MS', 120)
myfont1 = pygame.font.SysFont('Comic Sans MS', 80)
#string and what not
textsurface = myfont.render('GAME OVER', False, (0, 102, 204))
timesurface = myfont1.render('Score = ' + str(score), False, (255, 25, 102))
screen.blit(textsurface,(80,130))
screen.blit(timesurface,(164,230))
pygame.display.update()
time.sleep(2)
exit()
#updating the screen
pygame.display.update()
#Wait for a while, computers are very fast.
time.sleep(0.0001)