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look at this cool build
MatthewGregoryG (1)

from random import choice
from turtle import *
from freegames import floor, vector

state = {'score': 0}
path = Turtle(visible=False)
writer = Turtle(visible=False)
aim = vector(5, 0)
pacman = vector(-40, -80)
ghosts = [
[vector(-180, 160), vector(5, 0)],
[vector(-180, -160), vector(0, 5)],
[vector(100, 160), vector(0, -5)],
[vector(100, -160), vector(-5, 0)],
]
tiles = [
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0,
0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0,
0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0,
0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0,
0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0,
0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
]

def square(x, y):
"Draw square using path at (x, y)."
path.up()
path.goto(x, y)
path.down()
path.begin_fill()

for count in range(4):
    path.forward(20)
    path.left(90)

path.end_fill()

def offset(point):
"Return offset of point in tiles."
x = (floor(point.x, 20) + 200) / 20
y = (180 - floor(point.y, 20)) / 20
index = int(x + y * 20)
return index

def valid(point):
"Return True if point is valid in tiles."
index = offset(point)

if tiles[index] == 0:
    return False

index = offset(point + 19)

if tiles[index] == 0:
    return False

return point.x % 20 == 0 or point.y % 20 == 0

def world():
"Draw world using path."
bgcolor('black')
path.color('blue')

for index in range(len(tiles)):
    tile = tiles[index]

    if tile > 0:
        x = (index % 20) * 20 - 200
        y = 180 - (index // 20) * 20
        square(x, y)

        if tile == 1:
            path.up()
            path.goto(x + 10, y + 10)
            path.dot(2, 'white')

def move():
"Move pacman and all ghosts."
writer.undo()
writer.write(state['score'])

clear()

if valid(pacman + aim):
    pacman.move(aim)

index = offset(pacman)

if tiles[index] == 1:
    tiles[index] = 2
    state['score'] += 1
    x = (index % 20) * 20 - 200
    y = 180 - (index // 20) * 20
    square(x, y)

up()
goto(pacman.x + 10, pacman.y + 10)
dot(20, 'yellow')

for point, course in ghosts:
    if valid(point + course):
        point.move(course)
    else:
        options = [
            vector(5, 0),
            vector(-5, 0),
            vector(0, 5),
            vector(0, -5),
        ]
        plan = choice(options)
        course.x = plan.x
        course.y = plan.y

    up()
    goto(point.x + 10, point.y + 10)
    dot(20, 'red')

update()

for point, course in ghosts:
    if abs(pacman - point) < 20:
        return

ontimer(move, 100)

def change(x, y):
"Change pacman aim if valid."
if valid(pacman + vector(x, y)):
aim.x = x
aim.y = y

setup(420, 420, 370, 0)
hideturtle()
tracer(False)
writer.goto(160, 160)
writer.color('white')
writer.write(state['score'])
listen()
onkey(lambda: change(5, 0), 'Right')
onkey(lambda: change(-5, 0), 'Left')
onkey(lambda: change(0, 5), 'Up')
onkey(lambda: change(0, -5), 'Down')
world()
move()
done()
Logo

just copy and paste that and to play click the screen and then you can start using the arrows to play

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