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I have built a Pacman game using pygame (and following a tutorial) and I wanted to add some FMS to one of the enemies that I have created. Im fairly new to python and pygame could anyone give me a hand with how I would go about adding FMS to my game?

github link to all files - https://github.com/Fawcett-cpu/PacMan-Project.git

This is my Enemy class and I wanted to add the FMS to my "frightened" enemy so that after the player collects a certain amount of score the enemy stops trying to run away from the player and starts to chase them instead. I also have a player class, an app class

    import pygame
    import random
    from settings import *

    vec = pygame.math.Vector2


    class Enemy:
        def __init__(self, app, pos, number):
            self.app = app
            self.grid_pos = pos
            self.starting_pos = [pos.x, pos.y]
            self.pix_pos = self.get_pix_pos()
            self.radius = int(self.app.cell_width//2.3)
            self.number = number
            self.colour = self.set_colour()
            self.direction = vec(0, 0)
            self.personality = self.set_personality()
            self.target = None
            self.speed = self.set_speed()

        def update(self):
            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()

            # Setting grid position in reference to pix position
            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

        def draw(self):
            pygame.draw.circle(self.app.screen, self.colour,
                               (int(self.pix_pos.x), int(self.pix_pos.y)), self.radius)

        def set_speed(self):
            if self.personality in ["rapid", "frieghtened"]:
                speed = 1
            else:
                speed = 0.75
            return speed

        def set_target(self):
            if self.personality == "rapid" or self.personality == "sluggish":
                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 vec(1, 1)
                if self.app.player.grid_pos[0] > COLS//2 and self.app.player.grid_pos[1] < ROWS//2:
                    return vec(1, ROWS-2)
                if self.app.player.grid_pos[0] < COLS//2 and self.app.player.grid_pos[1] > ROWS//2:
                    return vec(COLS-2, 1)
                else:
                    return vec(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 == vec(1, 0) or self.direction == vec(-1, 0) or self.direction == vec(0, 0):
                    return True
            if int(self.pix_pos.y+TOP_BOTTOM_BUFFER//2) % self.app.cell_height == 0:
                if self.direction == vec(0, 1) or self.direction == vec(0, -1) or self.direction == vec(0, 0):
                    return True
            return False

        def move(self):
            if self.personality == "random":
                self.direction = self.get_random_direction()
            if self.personality == "sluggish":
                self.direction = self.get_path_direction(self.target)
            if self.personality == "rapid":
                self.direction = self.get_path_direction(self.target)
            if self.personality == "frieghtened":
                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 vec(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 x 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(-2, 1)
                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
                else:
                    x_dir, y_dir = 0, -1
                next_pos = vec(self.grid_pos.x + x_dir, self.grid_pos.y + y_dir)
                if next_pos not in self.app.walls:
                    break
            return vec(x_dir, y_dir)

        def get_pix_pos(self):
            return vec((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 (66, 245, 230)
            if self.number == 1:
                return (230, 19, 0)
            if self.number == 2:
                return (255, 242, 0)
            if self.number == 3:
                return (18, 232, 14)

        def set_personality(self):
            if self.number == 0:
                return "rapid"
            elif self.number == 1:
                return "sluggish"
            elif self.number == 2:
                return "random"
            else:
                return "frieghtened"

0 Answers0