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globals.py
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from pygame import *
from math import floor,sqrt
from sys import argv
#######################
### COMMAND LINE ###
#######################
SOUND = True
SCREEN_SCALE = 3
for i in range(len(argv)):
if argv[i] == '-s':
SOUND = False
if argv[i] == '-z' and len(argv)>i+1 and argv[i+1].isdigit():
SCREEN_SCALE = int(argv[i+1])
#######################
### INIT MIXER ###
#######################
if SOUND:
mixer.init(buffer = 64)
#######################
### CONSTANTS ###
#######################
# Sprite sheet coordinates
SHEET_MAZE = (0, 0, 224, 248)
SHEET_PACMAN = (0, 0, 16, 16)
SHEET_GHOSTS = (0, 16, 16, 16)
SHEET_SCARED = (128, 16, 16, 16)
SHEET_FRUIT = (16, 0, 16, 16)
SHEET_DOT = (0, 0, 8, 8)
SHEET_POW = (8, 0, 8, 8)
SHEET_POINTS = (0, 80, 16, 16)
SHEET_LIVES = (0, 112, 16, 16)
SHEET_POINTS2 = (0, 96, 16, 16)
TILE_SIZE = 8
# Number of palettes / characters
SKIN_MAX = (4,4)
PACMAN_IMAGES = 24
# Screen size
SCREEN_W, SCREEN_H = 224,288
SCREEN_HW, SCREEN_HH = SCREEN_W/2, SCREEN_H/2
# Screen indices
SCREEN_INTRO, SCREEN_MENU, SCREEN_OPTIONS, SCREEN_SKINS, SCREEN_MODES,\
SCREEN_GAME, SCREEN_RESULTS, SCREEN_NETMENU, SCREEN_NETWAIT = 0, 1, 2, 3, 4, 5, 6, 7, 8
SCREEN_MENUS = [SCREEN_MENU, SCREEN_OPTIONS, SCREEN_MODES, SCREEN_RESULTS, SCREEN_NETMENU]
# Game settings constants
CHANGE_NEVER, CHANGE_ALWAYS, CHANGE_ASK, CHANGE_HALF, CHANGE_THIRD = 0, 1, 2, 3, 4
NET_DISABLED, NET_HOST, NET_JOIN = 0, 1, 2
LIVES_INFINITE = -1
MAZE_MAX = 7
BUFSIZE = 4096
PORT_MAX = 65535 # Port is a 16-bit value
IP_MAXLENGTH = 15 # IP can take up to 15 chars
PLAYERNB_MAX = 2
MAZE_NAMES = ['CLASSIC', 'MSPAC 1', 'MSPAC 2', 'MSPAC 3', 'MSPAC 4', 'NEW 1', 'NEW 2']
# Colors
C_WHITE = (222, 222, 255)
C_GRAY = (104, 104, 81)
C_RED = (255, 0, 0)
C_BLINKY = C_RED
C_PINKY = (255, 183, 255)
C_INKY = (0, 255, 255)
C_CLYDE = (255, 183, 81)
C_YELLOW = (255, 255, 0)
# Collision constants and layout file format
COLL_VOID, COLL_WALL, COLL_DOT, COLL_POW, COLL_GATE, COLL_TUNNEL = 0, 1, 2, 3, 4, 5
FILE_FORMAT = {' ':COLL_VOID, '#':COLL_WALL, '.':COLL_DOT, '0':COLL_POW, '$':COLL_GATE, 'T':COLL_TUNNEL}
# Number of keys per player
KEY_NB = 5
# Ghost names
GHOST_NAMES = ['blinky','inky','pinky','clyde']
# Speed factors
GHOST_SPEEDS = [ {'scatter':0.75, 'chase':0.75, 'scared':0.5, 'tunnel':0.4, 'leave':0.4, 'eaten':1.5, 'house':0},\
{'scatter':0.85, 'chase':0.85, 'scared':0.55, 'tunnel':0.45, 'leave':0.45, 'eaten':1.5, 'house':0},\
{'scatter':0.95, 'chase':0.95, 'scared':0.6, 'tunnel':0.5, 'leave':0.5, 'eaten':1.5, 'house':0}]
PACMAN_SPEEDS = [ {'normal':0.8, 'scared':0.9}, {'normal':0.9, 'scared':0.95},\
{'normal':1, 'scared':1}, {'normal':0.9, 'scared':1} ]
# Scared durations
GHOST_TIMES = [6, 5, 4, 3, 2, 5, 2, 2, 1, 5, 2, 1, 1, 3, 1]
# House entrance position
GATE_X, GATE_Y = 14, 11.5
# Points
POINTS_DOT = 10
POINTS_POW = 50
POINTS_GHOST = [200, 400, 800, 1600]
# Fruit info
FRUIT_DOTS = [70, 170]
FRUIT_SCORE = [100, 300, 500, 700, 1000, 2000, 3000, 5000]
FRUIT_TYPE = [0, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7]
MAZE_YOFFSET = 24
MAZE_WIDTH = 28
MAZE_HEIGHT = 31
READY_POS = (112, 140 + MAZE_YOFFSET)
FRUIT_POS = (14, 17.5)
GRID_TOLERANCE = 1/8
CORNERING = 1/4
# Misc settings
DISPLAY_TARGETS = False
SIREN_VOLUME = 0.5
# Menu info
INTRO_TIMER_MAX = 1200
END_TIMER_MAX = 180
START_TIMER_MAX = 120
# Number keys
number_keys = [K_0, K_1, K_2, K_3, K_4, K_5, K_6, K_7, K_8, K_9]
input_keys = number_keys + [K_PERIOD, K_BACKSPACE]
#######################
### GLOBALS ###
#######################
DISPLAY_SURF = display.set_mode((SCREEN_W*SCREEN_SCALE, SCREEN_H*SCREEN_SCALE),
DOUBLEBUF, 32)
GAME_SURF = Surface( (SCREEN_W, SCREEN_H) )
SCALE_SURF = Surface( (SCREEN_W*SCREEN_SCALE, SCREEN_H*SCREEN_SCALE) )
clock = time.Clock()
game = {'loop':True, 'start':False, 'complete':False, 'screen':SCREEN_INTRO}
menu = {'menu_choice':0, 'intro_timer':0, 'start_timer':0, 'end_timer':0}
menu_choice_max = {SCREEN_MENU:4, SCREEN_OPTIONS:7, SCREEN_RESULTS:3,
SCREEN_NETMENU:5}
game_settings = {'type':'settings', 'player_nb':1, 'maze':0,\
'maze_count':0, 'starting_level':0, 'level':0, 'change':0, 'lives':3}
net_settings = {'ip':'127.0.0.1', 'port':5555, 'type':NET_DISABLED,\
'timeout':0, 'timeout_max':240,\
'maze_locked':False, 'maze_sent':False}
net = None
player_skin = {0: [0,0], 1: [0,1]}
dot_count = {'total':0, 'eaten':0, 'sound':0}
# Starting positions
start_pos = {}
#######################
### RESOURCES ###
#######################
# Graphics
sprites = image.load('gfx/sprites.png')
sprites.set_colorkey((0,0,0))
mazes = image.load('gfx/mazes.png')
mazes.set_colorkey((0,0,0))
characters = image.load('gfx/characters.png')
characters.set_colorkey((0,0,0))
logo = image.load('gfx/title.png')
logo.set_colorkey((0,0,255))
# Sounds
if SOUND:
snd_munch = [mixer.Sound('sfx/munch_1.wav'), mixer.Sound('sfx/munch_2.wav')]
snd_siren = [mixer.Sound('sfx/siren_1.wav'), mixer.Sound('sfx/siren_2.wav'),\
mixer.Sound('sfx/siren_3.wav'), mixer.Sound('sfx/siren_4.wav'),\
mixer.Sound('sfx/siren_5.wav')]
snd_scared = mixer.Sound('sfx/power_pellet.wav')
snd_eaten = mixer.Sound('sfx/retreating.wav')
snd_eat_ghost = mixer.Sound('sfx/eat_ghost.wav')
snd_eat_fruit = mixer.Sound('sfx/eat_fruit.wav')
snd_credit = mixer.Sound('sfx/credit.wav')
snd_death = [mixer.Sound('sfx/death_1.wav'), mixer.Sound('sfx/death_2.wav')]
# Set siren volume
for s in snd_siren:
s.set_volume(SIREN_VOLUME)
snd_scared.set_volume(SIREN_VOLUME)
snd_eaten.set_volume(SIREN_VOLUME)
# Reserved channels
ch_munch = [mixer.Channel(0), mixer.Channel(1)]
ch_siren = mixer.Channel(2)
ch_other = mixer.Channel(3)
SIREN_MAX = 4
#######################
### MATH ###
#######################
def intsin(direction):
val = [0, -1, 0, 1]
return val[direction]
def intcos(direction):
val = [1, 0, -1, 0]
return val[direction]
def clamp(x, xmin, xmax):
return min(max(x, xmin), xmax)
#######################
### MAP LAYOUT ###
#######################
layout = []
#######################
### OBJECT LISTS ###
#######################
player = []
ghosts = []
fruits = []
#######################
### MAP FUNCTIONS ###
#######################
def get_tile(x, y):
return floor(x / TILE_SIZE), floor(y / TILE_SIZE)
def distance(x1, y1, x2, y2):
return sqrt((x1 - x2)**2 + (y1 - y2)**2)
# Access player attributes
def get_nearest_player(x,y):
if len(player) == 1:
return player[0]
# Player 1
px, py = get_tile(player[0].x,player[0].y)
mindist = distance(x, y, px, py)
minp = player[0]
# Other players
for p in player[1:]:
px, py = get_tile(p.x, p.y)
dist = distance(x, y, px, py)
if(dist < mindist):
mindist = dist
minp = p
return minp
def get_player_xy(x,y):
pl = get_nearest_player(x,y)
return get_tile(pl.x, pl.y)
def get_player_dots():
return sum(p.dots for p in player)
def reset_player_dots():
for p in player:
p.dots = 0
def get_player_direction(x,y):
return get_nearest_player(x,y).direction
def count_dots(map):
DOTS_TOTAL = len([c for row in map for c in row if c in [COLL_DOT,COLL_POW]])
def get_blinky_xy(default_x = 0, default_y = 0):
blinkys = [g for g in ghosts if g.type == 'blinky']
if len(blinkys) > 0:
return get_tile(blinkys[0].x, blinkys[0].y)
return default_x, default_y
def get_level_id(n):
'''Returns the level id for the speed and timer tables'''
if n < 1:
return 0
elif n < 4:
return 1
elif n < 20:
return 2
return 3