How To Make A Pacman Game In Python

In this tutorial, we will discuss How To Make A Pacman Game In Python using PyGame, which you can learn with the help of examples.

What is Pacman Game In Python?

Pacman Game In Python is an action maze chase video game developed in python programming using pygame in which the player guides the game’s namesake through a maze.

The goal of the game is for Pac-Man to eat all of the dots in the maze while avoiding the red ghosts who are after him.

How To Make A Pacman Game In Python Using PyGame?

This Pacman game code has different classes:

  1. enemies.py
  2. player.py
  3. game.py
  4. main.py

Here’s the step-by-step guide on how to create a Pacman game:

Step 1: Create enemies.py File

First, we will create a file for the enemies and name it as enemies.py.

import pygame
import random

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 576

# Define some colors
BLACK = (0,0,0)
WHITE = (255,255,255)
BLUE = (0,0,255)
GREEN = (0,255,0)
RED = (255,0,0)

class Block(pygame.sprite.Sprite):
    def __init__(self,x,y,color,width,height):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)
        # Set the background color and set it to be transparent
        self.image = pygame.Surface([width,height])
        self.image.fill(color)
        self.rect = self.image.get_rect()
        self.rect.topleft = (x,y)


class Ellipse(pygame.sprite.Sprite):
    def __init__(self,x,y,color,width,height):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)
        # Set the background color and set it to be transparent
        self.image = pygame.Surface([width,height])
        self.image.fill(BLACK)
        self.image.set_colorkey(BLACK)
        # Draw the ellipse
        pygame.draw.ellipse(self.image,color,[0,0,width,height])
        self.rect = self.image.get_rect()
        self.rect.topleft = (x,y)

        
class Slime(pygame.sprite.Sprite):
    def __init__(self,x,y,change_x,change_y):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)
        # Set the direction of the slime
        self.change_x = change_x
        self.change_y = change_y
        # Load image
        self.image = pygame.image.load("slime.png").convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.topleft = (x,y)
 

    def update(self,horizontal_blocks,vertical_blocks):
        self.rect.x += self.change_x
        self.rect.y += self.change_y
        if self.rect.right < 0:
            self.rect.left = SCREEN_WIDTH
        elif self.rect.left > SCREEN_WIDTH:
            self.rect.right = 0
        if self.rect.bottom < 0:
            self.rect.top = SCREEN_HEIGHT
        elif self.rect.top > SCREEN_HEIGHT:
            self.rect.bottom = 0

        if self.rect.topleft in self.get_intersection_position():
            direction = random.choice(("left","right","up","down"))
            if direction == "left" and self.change_x == 0:
                self.change_x = -2
                self.change_y = 0
            elif direction == "right" and self.change_x == 0:
                self.change_x = 2
                self.change_y = 0
            elif direction == "up" and self.change_y == 0:
                self.change_x = 0
                self.change_y = -2
            elif direction == "down" and self.change_y == 0:
                self.change_x = 0
                self.change_y = 2
                

    def get_intersection_position(self):
        items = []
        for i,row in enumerate(enviroment()):
            for j,item in enumerate(row):
                if item == 3:
                    items.append((j*32,i*32))

        return items
    
        
def enviroment():
    grid = ((0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (1,3,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,3,1,1,1,1,1,3,1),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (1,3,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,3,1,1,1,1,1,3,1),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (1,3,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,3,1,1,1,1,1,3,1),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (1,3,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,3,1,1,1,1,1,3,1),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0),
            (0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,0))

    return grid

def draw_enviroment(screen):
    for i,row in enumerate(enviroment()):
        for j,item in enumerate(row):
            if item == 1:
                pygame.draw.line(screen, BLUE , [j*32, i*32], [j*32+32,i*32], 3)
                pygame.draw.line(screen, BLUE , [j*32, i*32+32], [j*32+32,i*32+32], 3)
            elif item == 2:
                pygame.draw.line(screen, BLUE , [j*32, i*32], [j*32,i*32+32], 3)
                pygame.draw.line(screen, BLUE , [j*32+32, i*32], [j*32+32,i*32+32], 3)

Step 2 : Create a player.py File

Next, we will create a file for the player and name it as player.py.

import pygame

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 576

# Define some colors
BLACK = (0,0,0)
WHITE = (255,255,255)

class Player(pygame.sprite.Sprite):
    change_x = 0
    change_y = 0
    explosion = False
    game_over = False
    def __init__(self,x,y,filename):
        # Call the parent class (sprite) constructor
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load(filename).convert()
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.topleft = (x,y)
        # Load image which will be for the animation
        img = pygame.image.load("walk.png").convert()
        # Create the animations objects
        self.move_right_animation = Animation(img,32,32)
        self.move_left_animation = Animation(pygame.transform.flip(img,True,False),32,32)
        self.move_up_animation = Animation(pygame.transform.rotate(img,90),32,32)
        self.move_down_animation = Animation(pygame.transform.rotate(img,270),32,32)
        # Load explosion image
        img = pygame.image.load("explosion.png").convert()
        self.explosion_animation = Animation(img,30,30)
        # Save the player image
        self.player_image = pygame.image.load(filename).convert()
        self.player_image.set_colorkey(BLACK)

    def update(self,horizontal_blocks,vertical_blocks):
        if not self.explosion:
            if self.rect.right < 0:
                self.rect.left = SCREEN_WIDTH
            elif self.rect.left > SCREEN_WIDTH:
                self.rect.right = 0
            if self.rect.bottom < 0:
                self.rect.top = SCREEN_HEIGHT
            elif self.rect.top > SCREEN_HEIGHT:
                self.rect.bottom = 0
            self.rect.x += self.change_x
            self.rect.y += self.change_y

            # This will stop the user for go up or down when it is inside of the box

            for block in pygame.sprite.spritecollide(self,horizontal_blocks,False):
                self.rect.centery = block.rect.centery
                self.change_y = 0
            for block in pygame.sprite.spritecollide(self,vertical_blocks,False):
                self.rect.centerx = block.rect.centerx
                self.change_x = 0

            # This will cause the animation to start
            
            if self.change_x > 0:
                self.move_right_animation.update(10)
                self.image = self.move_right_animation.get_current_image()
            elif self.change_x < 0:
                self.move_left_animation.update(10)
                self.image = self.move_left_animation.get_current_image()

            if self.change_y > 0:
                self.move_down_animation.update(10)
                self.image = self.move_down_animation.get_current_image()
            elif self.change_y < 0:
                self.move_up_animation.update(10)
                self.image = self.move_up_animation.get_current_image()
        else:
            if self.explosion_animation.index == self.explosion_animation.get_length() -1:
                pygame.time.wait(500)
                self.game_over = True
            self.explosion_animation.update(12)
            self.image = self.explosion_animation.get_current_image()
            

    def move_right(self):
        self.change_x = 3

    def move_left(self):
        self.change_x = -3

    def move_up(self):
        self.change_y = -3

    def move_down(self):
        self.change_y = 3

    def stop_move_right(self):
        if self.change_x != 0:
            self.image = self.player_image
        self.change_x = 0

    def stop_move_left(self):
        if self.change_x != 0:
            self.image = pygame.transform.flip(self.player_image,True,False)
        self.change_x = 0

    def stop_move_up(self):
        if self.change_y != 0:
            self.image = pygame.transform.rotate(self.player_image,90)
        self.change_y = 0

    def stop_move_down(self):
        if self.change_y != 0:
            self.image = pygame.transform.rotate(self.player_image,270)
        self.change_y = 0



class Animation(object):
    def __init__(self,img,width,height):
        # Load the sprite sheet
        self.sprite_sheet = img
        # Create a list to store the images
        self.image_list = []
        self.load_images(width,height)
        # Create a variable which will hold the current image of the list
        self.index = 0
        # Create a variable that will hold the time
        self.clock = 1
        
    def load_images(self,width,height):
        # Go through every single image in the sprite sheet
        for y in range(0,self.sprite_sheet.get_height(),height):
            for x in range(0,self.sprite_sheet.get_width(),width): 
                # load images into a list
                img = self.get_image(x,y,width,height)
                self.image_list.append(img)

    def get_image(self,x,y,width,height):
        # Create a new blank image
        image = pygame.Surface([width,height]).convert()
        # Copy the sprite from the large sheet onto the smaller
        image.blit(self.sprite_sheet,(0,0),(x,y,width,height))
        # Assuming black works as the transparent color
        image.set_colorkey((0,0,0))
        # Return the image
        return image

    def get_current_image(self):
        return self.image_list[self.index]

    def get_length(self):
        return len(self.image_list)

    def update(self,fps=30):
        step = 30 // fps
        l = range(1,30,step)
        if self.clock == 30:
            self.clock = 1
        else:
            self.clock += 1

        if self.clock in l:
            # Increase index
            self.index += 1
            if self.index == len(self.image_list):
                self.index = 0

            
    
        

3. Create a game.py File

Next, we will create a file for the game that contained all the functions of the class and name it as game.py.

#!/usr/bin/env python
# -*- coding: utf-8 -*-

import pygame
from player import Player
from enemies import *
import tkinter
from tkinter import messagebox
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 576

# Define some colors
BLACK = (0,0,0)
WHITE = (255,255,255)
BLUE = (0,0,255)
RED = (255,0,0)

class Game(object):
    def __init__(self):
        self.font = pygame.font.Font(None,40)
        self.about = False
        self.game_over = True
        # Create the variable for the score
        self.score = 0
        # Create the font for displaying the score on the screen
        self.font = pygame.font.Font(None,35)
        # Create the menu of the game
        self.menu = Menu(("Start","About","Exit"),font_color = WHITE,font_size=60)
        # Create the player
        self.player = Player(32,128,"player.png")
        # Create the blocks that will set the paths where the player can go
        self.horizontal_blocks = pygame.sprite.Group()
        self.vertical_blocks = pygame.sprite.Group()
        # Create a group for the dots on the screen
        self.dots_group = pygame.sprite.Group()
        # Set the enviroment:
        for i,row in enumerate(enviroment()):
            for j,item in enumerate(row):
                if item == 1:
                    self.horizontal_blocks.add(Block(j*32+8,i*32+8,BLACK,16,16))
                elif item == 2:
                    self.vertical_blocks.add(Block(j*32+8,i*32+8,BLACK,16,16))
        # Create the enemies
        self.enemies = pygame.sprite.Group()
        self.enemies.add(Slime(288,96,0,2))
        self.enemies.add(Slime(288,320,0,-2))
        self.enemies.add(Slime(544,128,0,2))
        self.enemies.add(Slime(32,224,0,2))
        self.enemies.add(Slime(160,64,2,0))
        self.enemies.add(Slime(448,64,-2,0))
        self.enemies.add(Slime(640,448,2,0))
        self.enemies.add(Slime(448,320,2,0))
        # Add the dots inside the game
        for i, row in enumerate(enviroment()):
            for j, item in enumerate(row):
                if item != 0:
                    self.dots_group.add(Ellipse(j*32+12,i*32+12,WHITE,8,8))

        # Load the sound effects
        self.pacman_sound = pygame.mixer.Sound("pacman_sound.ogg")
        self.game_over_sound = pygame.mixer.Sound("game_over_sound.ogg")


    def process_events(self):
        for event in pygame.event.get(): # User did something
            if event.type == pygame.QUIT: # If user clicked close
                return True
            self.menu.event_handler(event)
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    if self.game_over and not self.about:
                        if self.menu.state == 0:
                            # ---- START ------
                            self.__init__()
                            self.game_over = False
                        elif self.menu.state == 1:
                            # --- ABOUT ------
                            self.about = True
                        elif self.menu.state == 2:
                            # --- EXIT -------
                            # User clicked exit
                            return True

                elif event.key == pygame.K_RIGHT:
                    self.player.move_right()

                elif event.key == pygame.K_LEFT:
                    self.player.move_left()

                elif event.key == pygame.K_UP:
                    self.player.move_up()

                elif event.key == pygame.K_DOWN:
                    self.player.move_down()
                
                elif event.key == pygame.K_ESCAPE:
                    self.game_over = True
                    self.about = False

            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_RIGHT:
                    self.player.stop_move_right()
                elif event.key == pygame.K_LEFT:
                    self.player.stop_move_left()
                elif event.key == pygame.K_UP:
                    self.player.stop_move_up()
                elif event.key == pygame.K_DOWN:
                    self.player.stop_move_down()

            elif event.type == pygame.MOUSEBUTTONDOWN:
                self.player.explosion = True
                    
        return False

    def run_logic(self):
        if not self.game_over:
            self.player.update(self.horizontal_blocks,self.vertical_blocks)
            block_hit_list = pygame.sprite.spritecollide(self.player,self.dots_group,True)
            # When the block_hit_list contains one sprite that means that player hit a dot
            if len(block_hit_list) > 0:
                # Here will be the sound effect
                self.pacman_sound.play()
                self.score += 1
            block_hit_list = pygame.sprite.spritecollide(self.player,self.enemies,True)
            if len(block_hit_list) > 0:
                self.player.explosion = True
                self.game_over_sound.play()
            self.game_over = self.player.game_over
            self.enemies.update(self.horizontal_blocks,self.vertical_blocks)
           # tkMessageBox.showinfo("GAME OVER!","Final Score = "+(str)(GAME.score))    

    def display_frame(self,screen):
        # First, clear the screen to white. Don't put other drawing commands
        screen.fill(BLACK)
        # --- Drawing code should go here
        if self.game_over:
            if self.about:
                self.display_message(screen,"It is an arcade Game")
                #"a maze containing various dots,\n"
                #known as Pac-Dots, and four ghosts.\n"
                #"The four ghosts roam the maze, trying to kill Pac-Man.\n"
                #"If any of the ghosts hit Pac-Man, he loses a life;\n"
                #"the game is over.\n")
            else:
                self.menu.display_frame(screen)
        else:
            # --- Draw the game here ---
            self.horizontal_blocks.draw(screen)
            self.vertical_blocks.draw(screen)
            draw_enviroment(screen)
            self.dots_group.draw(screen)
            self.enemies.draw(screen)
            screen.blit(self.player.image,self.player.rect)
            #text=self.font.render("Score: "+(str)(self.score), 1,self.RED)
            #screen.blit(text, (30, 650))
            # Render the text for the score
            text = self.font.render("Score: " + str(self.score),True,GREEN)
            # Put the text on the screen
            screen.blit(text,[120,20])
            
        # --- Go ahead and update the screen with what we've drawn.
        pygame.display.flip()

    def display_message(self,screen,message,color=(255,0,0)):
        label = self.font.render(message,True,color)
        # Get the width and height of the label
        width = label.get_width()
        height = label.get_height()
        # Determine the position of the label
        posX = (SCREEN_WIDTH /2) - (width /2)
        posY = (SCREEN_HEIGHT /2) - (height /2)
        # Draw the label onto the screen
        screen.blit(label,(posX,posY))


class Menu(object):
    state = 0
    def __init__(self,items,font_color=(0,0,0),select_color=(255,0,0),ttf_font=None,font_size=25):
        self.font_color = font_color
        self.select_color = select_color
        self.items = items
        self.font = pygame.font.Font(ttf_font,font_size)
        
    def display_frame(self,screen):
        for index, item in enumerate(self.items):
            if self.state == index:
                label = self.font.render(item,True,self.select_color)
            else:
                label = self.font.render(item,True,self.font_color)
            
            width = label.get_width()
            height = label.get_height()
            
            posX = (SCREEN_WIDTH /2) - (width /2)
            # t_h: total height of text block
            t_h = len(self.items) * height
            posY = (SCREEN_HEIGHT /2) - (t_h /2) + (index * height)
            
            screen.blit(label,(posX,posY))
        
    def event_handler(self,event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_UP:
                if self.state > 0:
                    self.state -= 1
            elif event.key == pygame.K_DOWN:
                if self.state < len(self.items) -1:
                    self.state += 1

4. Create a main.py File

Lastly, we will create a main function of the game project and name it as main.py.

import pygame
from game import Game

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 576

def main():
    # Initialize all imported pygame modules
    pygame.init()
    # Set the width and height of the screen [width, height]
    screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
    # Set the current window caption
    pygame.display.set_caption("PACMAN")
    #Loop until the user clicks the close button.
    done = False
    # Used to manage how fast the screen updates
    clock = pygame.time.Clock()
    # Create a game object
    game = Game()
    # -------- Main Program Loop -----------
    while not done:
        # --- Process events (keystrokes, mouse clicks, etc)
        done = game.process_events()
        # --- Game logic should go here
        game.run_logic()
        # --- Draw the current frame
        game.display_frame(screen)
        # --- Limit to 30 frames per second
        clock.tick(30)
        #tkMessageBox.showinfo("GAME OVER!","Final Score = "+(str)(GAME.score))
    # Close the window and quit.
    # If you forget this line, the program will 'hang'
    # on exit if running from IDLE.
    pygame.quit()

if __name__ == '__main__':
    main()

Output:

Pacman In Python Code
Pacman In Python Code

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Conclusion

We have completely discussed How To Make A Pacman Game, which we learned in this tutorial with the help of examples. I hope this PyGame Tutorial will help you a lot.

Thank You!

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