from kandinsky import fill_rect, draw_string from ion import keydown from math import sqrt from random import randint from time import monotonic try: from kandinsky import get_keys color = (192, 53, 53) except: color = (255, 183, 52) terrain = (262143,131841,187245,187245,131073,186285,135969,252783,249903,251823,1152,251823,249903,251823,131841,187245,147465,219051,135969,195453,131073,262143) bits = 18 width = 320 height = 222 colors = ((0, 0, 0), (32, 48, 248), (248, 224, 8), tuple(color)) ghost_color = ((255, 184, 255), (255, 0,0), (255, 184, 82), (0, 255, 255)) pacgommes = [0,130302,9360,74898,131070,75858,126174,8208,8208,8208,8208,8208,8208,8208,130302,74898,49140,43092,126174,66690,131070,0] superpacgommes = [0,0,65538,0,0,0,0,0,0,0,0,0,0,0,0,0,65538,0,0,0,0,0,0] frightened = 0 lives = 2 won = 0 lvl = 0 score = 0 chained = 0 class Entity: def __init__(self, x, y, clr, d=0): self.x = x self.y = y self.d = d self.nd = d self.f = 0 self.out = 0 self.color = clr fill_rect(int(self.x*10)+136,int(self.y*10)-3,8,8,self.color) def espace(self,dx=-1,dy=-1): if dx == dy: dx, dy = ((-0.1,0),(0,-0.1),(0,0.1),(0.1,0))[self.nd] return not terrain[int(self.y + 5.5*dy)]>>(bits-1-int(self.x + 5.5*dx)) & 1 and ((dx != 0 and self.y%1 == 0.5) or (dy != 0 and self.x%1== 0.5)) def move(self): global frightened, ghosts, score, chained, lives, total, won dx, dy = ((-0.1,0),(0,-0.1),(0,0.1),(0.1,0))[self.d] if self.espace(dx,dy): fill_rect(int(self.x*10)+136,int(self.y*10)-3,8,8,colors[0]) self.x = (round(self.x + dx, 1) - 0.5) % 16.5 + 0.5 self.y = round(self.y + dy, 1) fill_rect(int(self.x*10)+136,int(self.y*10)-3,8,8,self.color) if self.color == colors[2]: if pacgommes[int(self.y)] >> (bits - 1 - int(self.x)) & 1: pacgommes[int(self.y)] -= 1 << (bits - 1 - int(self.x)) score += 10 if superpacgommes[int(self.y)] >> (bits - 1 - int(self.x)) & 1: superpacgommes[int(self.y)] -= 1 << (bits - 1 - int(self.x)) score += 50 chained = 0 frightened = monotonic() for g in ghosts: if g.out: g.color = colors[1] g.d = (3, 2, 1, 0)[g.d] g.f = 1 for g in range(4): if sqrt((self.x-ghosts[g].x)**2+(self.y-ghosts[g].y)**2) < 0.6: if ghosts[g].f: chained += 1 total += 1 score += (1 << chained)*100 ghosts[g].f = 0 ghosts[g].color = ghost_color[g] ghosts[g].x = 9 ghosts[g].y = 8.5 if total == 16: score += 12000 else: for gp in range(4): ghosts[gp].f = 0 ghosts[gp].color = ghost_color[gp] ghosts[gp].x = 9 ghosts[gp].y = 10.5 ghosts[gp].out = 0 self.x = 9 self.y = 16.5 self.d, self.nd = 0, 0 lives -= 1 return render() if not won and score > 10000: lives += 1 won = 1 px, py = int(self.x - 5.5*dx), int(self.y - 5.5*dy) if pacgommes[py]>>(bits-1-px) & 1: fill_rect(px*10+144,py*10+5,2,2,(250, 207, 173)) if superpacgommes[py]>>(bits-1-px) & 1: fill_rect(px*10+143,py*10+4,4,4,(250, 207, 173)) def ia(self,x,y): if self.f: while True: d = randint(0,3) dx, dy = ((-0.1,0),(0,-0.1),(0,0.1),(0.1,0))[d] if d != (3,2,1,0)[self.d] and self.espace(dx,dy): self.d = d break else: distances = [9999 for _ in range(4)] for i in range(4): if i != (3,2,1,0)[self.d]: dx, dy = ((-0.1,0),(0,-0.1),(0,0.1),(0.1,0))[i] if self.espace(dx,dy): distances[i] = sqrt((self.y + dy - y)**2 + (self.x + dx - x)**2) self.d = distances.index(min(distances)) def prebuild(): fill_rect(0,0,width,height,colors[0]) fill_rect(138, 0, 2, height, colors[3]) draw_string("PAC-MAN", 35, 10, colors[3], colors[0]) draw_string("Score :", 35, 40, (255,)*3, colors[0]) draw_string("Niveau :", 30, 90, (255,)*3, colors[0]) def render(): global terrain, pacgommes, superpacgommes, lives, arrivee if lives == -1: return 42 draw_string(str(lvl),70-5*len(str(lvl)),110,(255,)*3,colors[0]) fill_rect(0,150,138,20,colors[0]) for i in range(lives): fill_rect(60-(lives-1)*20+i*40,150,20,20,colors[2]) for l in range(len(terrain)): for c in range(bits): fill_rect(c*10+140,l*10+1,10,10,colors[0]) if pacgommes[l]>>(bits-1-c) & 1: fill_rect(c*10+144,l*10+5,2,2,(250, 207, 173)) if superpacgommes[l]>>(bits-1-c) & 1: fill_rect(c*10+143,l*10+4,4,4,(250, 207, 173)) if terrain[l]>>(bits-1-c) & 1: for d in ((1,0),(0,1),(-1,0),(0,-1)): if 0 <= l + d[0] <= len(terrain) - 1 and 0 <= c + d[1] <= bits - 1 and not terrain[l + d[0]]>>(bits-1-(c+d[1])) & 1: fill_rect(c*10+140+9*(d[1]==1),l*10+1+9*(d[0]==1),1+9*(d[1]==0),1+9*(d[0]==0),colors[1]) arrivee = monotonic() def engine(): global frightened, ghosts, pacgommes, superpacgommes, lvl, arrivee, total while True: pacgommes = [0,130302,9360,74898,131070,75858,126174,8208,8208,8208,8208,8208,8208,8208,130302,74898,49140,43092,126174,66690,131070,0] superpacgommes = [0,0,65538,0,0,0,0,0,0,0,0,0,0,0,0,0,65538,0,0,0,0,0,0] lvl += 1 total = 0 render() pacman = Entity(9, 16.5, colors[2]) ghosts = [Entity(9, 10.5, ghost_color[i]) for i in range(4)] while sum(pacgommes) + sum(superpacgommes): depart = monotonic() for i in range(4): if keydown(i): if i == (3,2,1,0)[pacman.d]: pacman.d = i pacman.nd = i while monotonic() - depart < 0.01: if pacman.espace(): pacman.d = pacman.nd if pacman.move() == 42: draw_string("GAME OVER",185,100,colors[3],colors[0]) return 69 draw_string(str(score),70-5*len(str(score)),60,(255,)*3,colors[0]) """ Fantomes """ if frightened: if monotonic() - frightened > 6.5: for g in ghosts: if g.f: g.color = (255,)*3 if monotonic() - frightened > 8.5: frightened = 0 for g in range(4): ghosts[g].color = ghost_color[g] ghosts[g].f = 0 if arrivee: if monotonic() - arrivee > 0 and not ghosts[1].out: ghosts[1].out = 1 ghosts[1].y = 8.5 if monotonic() - arrivee > 2.5 and not ghosts[0].out: ghosts[0].out = 1 ghosts[0].y = 8.5 if monotonic() - arrivee > 5 and not ghosts[3].out: ghosts[3].out = 1 ghosts[3].y = 8.5 if monotonic() - arrivee > 7.5 and not ghosts[2].out: ghosts[2].out = 1 ghosts[2].y = 8.5 fill_rect(220,101,20,10,colors[0]) arrivee = 0 pdx, pdy = ((-0.1,0),(0,-0.1),(0,0.1),(0.1,0))[pacman.d] # Pinky ghosts[0].ia(pacman.x + 20 * pdx, pacman.y + 20 * pdy) ghosts[0].move() # Inky ghosts[3].ia(max(min(ghosts[1].x + 2*(pacman.x + 20 * pdx - ghosts[1].x), 16.5), 1.5), max(min(ghosts[1].y +2*(pacman.y + 20 * pdy - ghosts[1].y), 21.5), 1.5)) ghosts[3].move() # Blinky ghosts[1].ia(pacman.x, pacman.y) ghosts[1].move() # Clyde if sqrt((ghosts[2].x - pacman.x)**2 + (ghosts[2].y - pacman.y)**2) > 4: ghosts[2].ia(pacman.x, pacman.y) else: ghosts[2].ia(1.5, 20.5) ghosts[2].move() prebuild() engine()