In this tutorial, we will build a Pac-Man game using Python and Pygame. This project is perfect for beginners who want to learn about game development, handling user input, and working with grids in a 2D environment.
By the end of this tutorial, you'll have a functional, yet classic arcade game where Pac-Man moves around a maze, eats pellets, and avoids ghosts.
This project covers essential programming concepts, including:
- Using Pygame to create a simple 2D game
- Handling keyboard inputs to control movement
- Implementing collision detection for ghosts and pellets
- Working with grids to design a game level
Let’s get started!
Step 1: Setting Up the Project
Before we start coding, let’s set up our Python project:
1. Make sure Python is installed on your computer. If not, download it from the official Python website.
2. Open your favorite code editor or IDE.
3. Create a new Python file, for example, pacman.py
.
Before we start coding, Install Pygame if you haven't already. You can install it using:
pip install pygame
Great, now, let's dive head first into our Python editor to get this build started.
Step 2: Understanding How the Game Works
The game consists of a maze, Pac-Man, pellets, and ghosts. The goal is to move Pac-Man around the maze, collect all the pellets, and avoid the ghosts.
- Walls block movement.
- Pellets increase the score when collected.
- Ghosts move randomly and will end the game if they catch Pac-Man.
- The player has 3 lives before the game is over.
We’ll use Pygame to create our interface, and when we're done, we should have something that looks like this:
Step 3: Importing Required Modules
To start, we need to import Pygame and other necessary modules:
import pygame
import random
Why Do We Use These Modules?
- pygame: Provides the game framework for handling graphics, input, and events.
- random: We use Python random to help with random ghost movement.
Step 4: Designing the Game Layout
We will now implement the game layout using Pygame to create the game window and draw the maze.
# Initialize pygame
pygame.init()
# Constants
WIDTH, HEIGHT = 600, 600 # The dimensions of the game window
GRID_SIZE = 30 # Each cell in the grid is 30x30 pixels
ROWS, COLS = HEIGHT // GRID_SIZE, WIDTH // GRID_SIZE # Number of rows and columns in the grid
WHITE = (255, 255, 255) # Color for empty paths and pellets
BLACK = (0, 0, 0) # Background color
YELLOW = (255, 255, 0) # Color for Pac-Man
RED = (255, 0, 0) # Color for ghosts
BLUE = (0, 0, 255) # Color for walls
# Maze grid (1 = Wall, 0 = Empty path, 2 = Pellet, 3 = Ghost, 4 = Pac-Man)
maze = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 1],
[1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1],
[1, 0, 1, 3, 1, 0, 1, 3, 0, 0, 0, 0, 1, 3, 1, 0, 1, 3, 0, 1],
[1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
]
# Store pellet positions separately
pellet_positions = [(row_idx, col_idx) for row_idx, row in enumerate(maze) for col_idx, cell in enumerate(row) if cell == 2]
Breakdown:
- We initialize Pygame and set up the game window size (600x600 pixels).
- The constants define colors, grid size, and window dimensions.
- The game grid is represented as a list of lists, where:
1
represents walls (blue blocks) that block movement.0
represents empty paths where Pac-Man and ghosts can move.2
represents pellets (small dots Pac-Man collects for points).3
represents ghosts, which move randomly and chase Pac-Man.4
represents Pac-Man, the player-controlled character.
- The list comprehension extracts all pellet positions (
2
) from the maze intopellet_positions
. This allows us to:- Track pellet positions independently of the grid, making it easier to update the display when ghosts move over them.
- Ensure accuracy when Pac-Man eats a pellet, so we can properly update the maze and the score.
- Restore pellets when ghosts move away, ensuring that eaten pellets don't disappear permanently when ghosts walk over them.
This structure allows us to easily render the maze and handle game logic such as movement, collisions, and scoring!
Step 5: Drawing the Maze
We will now define a function to render the game maze using Pygame. This function iterates through the maze
grid and draws the appropriate elements on the screen.
def draw_maze(screen):
for row_idx, row in enumerate(maze):
for col_idx, cell in enumerate(row):
x, y = col_idx * GRID_SIZE, row_idx * GRID_SIZE
if cell == 1:
pygame.draw.rect(screen, BLUE, (x, y, GRID_SIZE, GRID_SIZE))
elif cell == 2:
pygame.draw.circle(screen, WHITE, (x + GRID_SIZE // 2, y + GRID_SIZE // 2), 5)
elif cell == 3:
pygame.draw.circle(screen, RED, (x + GRID_SIZE // 2, y + GRID_SIZE // 2), 12)
elif cell == 4:
pygame.draw.circle(screen, YELLOW, (x + GRID_SIZE // 2, y + GRID_SIZE // 2), 12)
Breakdown:
-
Looping through the maze:
- We use Python enumerate to iterate over the
maze
, extracting the row index (row_idx
) and the row itself (row
). - Another
enumerate()
loop extracts each column index (col_idx
) and its respective cell value (cell
).
- We use Python enumerate to iterate over the
-
Determining screen position:
x, y = col_idx * GRID_SIZE, row_idx * GRID_SIZE
converts grid indices into pixel coordinates so that each game element is drawn at the correct location.
-
Rendering different elements:
- If
cell == 1
: Draws a wall as a blue rectangle (pygame.draw.rect
). - If
cell == 2
: Draws a pellet as a small white circle at the center of the grid cell (pygame.draw.circle
). - If
cell == 3
: Draws a ghost as a red circle with a radius of 12 pixels. - If
cell == 4
: Draws Pac-Man as a yellow circle at the center of the grid cell.
- If
Why This Matters:
- This function ensures that the maze is properly displayed each frame.
- By looping through the grid, we dynamically update the screen based on the current game state.
- Ensuring that each element is drawn at the correct position keeps the game looking consistent and working smoothly.
This function will be called in the main game loop to continuously refresh the display as Pac-Man and the ghosts move around!
Step 6: Retrieving Pac-Man and Ghost Positions
In this step, we define a function to locate Pac-Man and the ghosts within the maze. This function scans the grid and returns their positions, which will be used for movement and collision detection.
# Get Pac-Man & Ghost positions
def get_positions():
pacman_pos = None
ghost_positions = []
for row_idx, row in enumerate(maze):
for col_idx, cell in enumerate(row):
if cell == 4:
pacman_pos = [row_idx, col_idx]
elif cell == 3:
ghost_positions.append([row_idx, col_idx])
return pacman_pos, ghost_positions
pacman_pos, ghost_positions = get_positions()
score = 0
lives = 3
Breakdown:
-
Initializing positions:
pacman_pos = None
: Placeholder for Pac-Man’s position.ghost_positions = []
: Empty list to store multiple ghost positions.
-
Looping through the maze:
- We use
enumerate()
to iterate over each row (row_idx
) and each cell (cell
). - If
cell == 4
: Store Pac-Man’s position as[row_idx, col_idx]
. - If
cell == 3
: Append the ghost’s position toghost_positions
.
- We use
-
Returning positions:
- This function returns
pacman_pos
andghost_positions
so that the game can track and update their movements.
- This function returns
Why This Matters:
- Efficient Tracking: This function allows us to dynamically retrieve and update positions without hardcoding them.
- Collision Detection: Knowing where Pac-Man and the ghosts are is essential for detecting when Pac-Man gets caught.
- Gameplay Mechanics: The game logic depends on these positions to ensure Pac-Man and ghosts move correctly.
By running get_positions()
, we retrieve the initial locations of Pac-Man and ghosts and set up the score (starting at 0) and lives (starting at 3), providing the foundation for game progression.
Step 7: Moving Pac-Man
In this step, we implement the function to control Pac-Man's movement based on player input. The function updates Pac-Man's position while ensuring valid movement within the maze.
def move_pacman(direction, screen):
global pacman_pos, score
row, col = pacman_pos
new_row, new_col = row, col
if direction == "UP":
new_row -= 1
elif direction == "DOWN":
new_row += 1
elif direction == "LEFT":
new_col -= 1
elif direction == "RIGHT":
new_col += 1
if maze[new_row][new_col] != 1: # Check if the new position is not a wall
if (new_row, new_col) in pellet_positions: # Check if Pac-Man eats a pellet
pellet_positions.remove((new_row, new_col)) # Remove the pellet
score += 10 # Increase the score
maze[row][col] = 0 # Clear old position
maze[new_row][new_col] = 4 # Move Pac-Man
pacman_pos = [new_row, new_col] # Update Pac-Man’s position
check_collision(screen) # Check if Pac-Man collides with a ghost
Breakdown:
-
Reading Pac-Man’s current position:
- The function retrieves Pac-Man’s row (
row
) and column (col
) frompacman_pos
. new_row
andnew_col
store the potential new position.
- The function retrieves Pac-Man’s row (
-
Updating Pac-Man’s position:
- Based on
direction
, we updatenew_row
ornew_col
. - We ensure Pac-Man does not move into a wall (
maze[new_row][new_col] != 1
).
- Based on
-
Handling pellets:
- If Pac-Man moves onto a pellet (
2
in the grid), we remove it frompellet_positions
and increase the score by 10.
- If Pac-Man moves onto a pellet (
-
Updating the grid:
- The old position (
row, col
) is cleared (0
in the maze). - The new position (
new_row, new_col
) is updated to4
(Pac-Man).
- The old position (
-
Checking for collisions:
- We call
check_collision(screen)
to detect if Pac-Man has collided with a ghost.
- We call
Why This Matters:
- Enforces movement rules: Prevents Pac-Man from moving through walls.
- Tracks score dynamically: Ensures pellets are removed and score is updated.
- Enables real-time interaction: Pac-Man moves fluidly in response to user input.
- Maintains game state: Ensures the grid updates accurately, reflecting Pac-Man’s movement.
This function will be called whenever the player presses an arrow key, allowing Pac-Man to navigate the maze and interact with the game environment!
Step 8: Moving the Ghosts
In this step, we implement the function that moves the ghosts within the maze. Ghosts move randomly, but they cannot pass through walls. Their movement is handled dynamically to ensure smooth gameplay.
def move_ghosts(screen):
directions = [(0, 1), (0, -1), (1, 0), (-1, 0)] # Right, Left, Down, Up
for ghost in ghost_positions:
row, col = ghost
random.shuffle(directions) # Randomize movement direction
for dr, dc in directions:
new_row, new_col = row + dr, col + dc
if maze[new_row][new_col] in [0, 2]: # Check if new position is an empty path or pellet
maze[row][col] = 0 # Restore empty path
if (row, col) in pellet_positions:
maze[row][col] = 2 # Restore pellet if ghost was on one
ghost[0], ghost[1] = new_row, new_col # Update ghost position
maze[new_row][new_col] = 3 # Move ghost
break
check_collision(screen) # Check if a ghost has collided with Pac-Man
Breakdown:
-
Ghosts move randomly:
- The possible directions (
Right, Left, Down, Up
) are shuffled to ensure varied movement. - The loop iterates through the shuffled directions, attempting to move the ghost.
- The possible directions (
-
Valid movement conditions:
- Ghosts can only move onto empty paths (
0
) or pellets (2
). - If a ghost moves away from a tile that previously had a pellet, the pellet is restored to maintain the correct game state.
- Ghosts can only move onto empty paths (
-
Updating ghost position:
- The ghost’s previous position is cleared (
0
). - If necessary, a pellet is restored (
2
). - The ghost’s new position is updated in the maze grid (
3
).
- The ghost’s previous position is cleared (
-
Collision detection:
- After each ghost moves, we check if it has collided with Pac-Man using
check_collision(screen)
, which will handle reducing lives or ending the game.
- After each ghost moves, we check if it has collided with Pac-Man using
Why This Matters:
- Ensures dynamic movement: Ghosts do not follow a predictable path, making the game more challenging.
- Prevents movement through walls: The function checks for valid spaces before allowing movement.
- Maintains pellet visibility: If a ghost moves off a pellet, the pellet is restored to avoid disappearing permanently.
- Enhances difficulty: With random movement, Pac-Man must avoid ghosts without knowing exactly where they will go next.
This function will be called every game update cycle to keep the ghosts moving, adding to the challenge of the game!
Step 9: Checking for Collisions
In this step, we define a function that detects collisions between Pac-Man and ghosts. If Pac-Man collides with a ghost, he loses a life. If all lives are lost, the game ends.
def check_collision(screen):
global lives, pacman_pos
for ghost in ghost_positions:
if pacman_pos == ghost: # Check if Pac-Man and a ghost occupy the same position
lives -= 1 # Decrease lives count
if lives > 0:
display_message(screen, "You lost a life!", RED) # Show a message if lives remain
if lives == 0:
display_message(screen, "Game Over!", RED) # Show game over message
pygame.quit()
exit()
# Reset Pac-Man position and update the maze immediately
old_row, old_col = pacman_pos
maze[old_row][old_col] = 0 # Clear old position
pacman_pos = [1, 1] # Reset Pac-Man to the starting position
maze[1][1] = 4 # Place Pac-Man back on the grid
Breakdown:
- Loop through all ghosts:
- The function iterates through
ghost_positions
to check if any ghost shares Pac-Man’s position.
- The function iterates through
- Handling a collision:
- If Pac-Man and a ghost are at the same position, Pac-Man loses a life (
lives -= 1
). - If Pac-Man has lives left, a message is displayed to notify the player.
- If Pac-Man has no lives remaining, the game ends with a "Game Over!" message, and Pygame quits.
- If Pac-Man and a ghost are at the same position, Pac-Man loses a life (
- Resetting Pac-Man's position:
- The old position in the
maze
grid is cleared (0
). - Pac-Man is reset to the starting position (
[1,1]
), ensuring he respawns safely. - The maze grid is updated to place Pac-Man back at his starting position (
4
).
- The old position in the
Why This Matters:
- Implements game mechanics: Losing lives and handling game-over scenarios are crucial for gameplay.
- Ensures game state consistency: The function updates the game grid after a collision.
- Provides player feedback: Messages notify the player when they lose a life or the game ends.
- Maintains challenge: Players must avoid ghosts to keep playing.
This function is called every game update cycle to ensure that collisions are detected in real-time!
Step 10: Displaying Messages to the Player
In this step, we define a function to display messages on the screen. This is useful for notifying the player about events such as losing a life or game over and is more user-friendly than using Python print to show messages in the terminal.
def display_message(screen, message, color=WHITE):
font = pygame.font.Font(None, 50) # Set the font size to 50
text = font.render(message, True, color) # Render the message text
text_rect = text.get_rect(center=(WIDTH // 2, HEIGHT // 2)) # Center the text on the screen
screen.blit(text, text_rect) # Draw the message on the screen
pygame.display.flip() # Update the display to show the message
pygame.time.delay(2000) # Pause for 2 seconds before continuing
Breakdown:
- Creating the font:
pygame.font.Font(None, 50)
: Loads the default font with a size of50
.
- Rendering the text:
text = font.render(message, True, color)
: Converts the message string into a Pygame surface with the given color.
- Centering the message:
text_rect = text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
: Ensures the message appears at the center of the screen.
- Displaying the message:
screen.blit(text, text_rect)
: Draws the rendered text onto the game screen.pygame.display.flip()
: Updates the display so the message is shown immediately.
- Adding a delay:
pygame.time.delay(2000)
: Pauses the game for 2 seconds, allowing the player to read the message before gameplay resumes.
Why This Matters:
- Provides player feedback: Displays messages for important game events (e.g., "You lost a life!", "Game Over!").
- Enhances user experience: Gives the player a moment to process the event before continuing.
- Maintains game flow: Prevents immediate action after an event, ensuring smoother gameplay transitions.
This function is called whenever an event like losing a life or game over occurs, ensuring clear communication with the player!
Step 11: The Main Game Loop
The main()
function runs the core logic of the game, managing game updates, rendering, and user input in a continuous while loop.
def main():
screen = pygame.display.set_mode((WIDTH, HEIGHT)) # Create the game window
pygame.display.set_caption("Pac-Man (Beginner Version)") # Set window title
clock = pygame.time.Clock() # Initialize game clock
while True:
screen.fill(BLACK) # Clear screen to black before drawing
draw_maze(screen) # Render the maze and all game elements
# Display score and lives
font = pygame.font.Font(None, 36)
score_text = font.render(f"Score: {score}", True, WHITE)
lives_text = font.render(f"Lives: {lives}", True, WHITE)
screen.blit(score_text, (10, 10))
screen.blit(lives_text, (WIDTH - 100, 10))
move_ghosts(screen) # Update ghost positions
pygame.display.flip() # Update the display with new frame
# Handle user inputs
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
move_pacman("UP", screen)
elif event.key == pygame.K_DOWN:
move_pacman("DOWN", screen)
elif event.key == pygame.K_LEFT:
move_pacman("LEFT", screen)
elif event.key == pygame.K_RIGHT:
move_pacman("RIGHT", screen)
clock.tick(5) # Control game speed
if __name__ == "__main__":
main()
Breakdown:
-
Creating the Game Window:
pygame.display.set_mode((WIDTH, HEIGHT))
: Initializes the game window.pygame.display.set_caption("Pac-Man (Beginner Version)")
: Sets the window title.pygame.time.Clock()
: Creates a clock to control the game's speed.
-
The Game Loop:
while True
: The game runs continuously until the player quits.screen.fill(BLACK)
: Clears the screen before redrawing elements.draw_maze(screen)
: Renders the maze, Pac-Man, ghosts, and pellets.- Displays the score and lives using
pygame.font.Font
. - Calls
move_ghosts(screen)
to move ghosts randomly. - Updates the display with
pygame.display.flip()
.
-
Handling User Input:
- Detects QUIT event (
pygame.QUIT
) to close the game. - Listens for arrow key presses (
pygame.KEYDOWN
) to move Pac-Man.
- Detects QUIT event (
-
Controlling Game Speed:
clock.tick(5)
: Limits the game to 5 frames per second, ensuring smooth and manageable gameplay.
Why This Matters:
- Manages the game state: Ensures all elements update properly.
- Handles user interaction: Processes keyboard inputs to move Pac-Man.
- Regulates game speed: Prevents the game from running too fast.
- Renders updates dynamically: Keeps the game visually responsive.
This function serves as the heartbeat of the game, ensuring that everything from movement to display updates works seamlessly!
Final Code: Pac-Man Game
import pygame
import random
# Initialize pygame
pygame.init()
# Constants
WIDTH, HEIGHT = 600, 600
GRID_SIZE = 30 # Each cell in the grid is 30x30 pixels
ROWS, COLS = HEIGHT // GRID_SIZE, WIDTH // GRID_SIZE
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
YELLOW = (255, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
# Maze grid (1 = Wall, 0 = Empty path, 2 = Pellet, 3 = Ghost, 4 = Pac-Man)
maze = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 1],
[1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1],
[1, 0, 1, 3, 1, 0, 1, 3, 0, 0, 0, 0, 1, 3, 1, 0, 1, 3, 0, 1],
[1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
]
# Store pellet positions separately
pellet_positions = [(row_idx, col_idx) for row_idx, row in enumerate(maze) for col_idx, cell in enumerate(row) if cell == 2]
def display_message(screen, message, color=WHITE):
font = pygame.font.Font(None, 50)
text = font.render(message, True, color)
text_rect = text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
screen.blit(text, text_rect)
pygame.display.flip()
pygame.time.delay(2000)
# Get Pac-Man & Ghost positions
def get_positions():
pacman_pos = None
ghost_positions = []
for row_idx, row in enumerate(maze):
for col_idx, cell in enumerate(row):
if cell == 4:
pacman_pos = [row_idx, col_idx]
elif cell == 3:
ghost_positions.append([row_idx, col_idx])
return pacman_pos, ghost_positions
pacman_pos, ghost_positions = get_positions()
score = 0
lives = 3
def check_collision(screen):
global lives, pacman_pos
for ghost in ghost_positions:
if pacman_pos == ghost:
lives -= 1
if lives > 0:
display_message(screen, "You lost a life!", RED)
if lives == 0:
display_message(screen, "Game Over!", RED)
pygame.quit()
exit()
# Reset Pac-Man position and update the maze immediately
old_row, old_col = pacman_pos
maze[old_row][old_col] = 0 # Clear old position
pacman_pos = [1, 1] # Reset to start position
maze[1][1] = 4 # Place Pac-Man back on the grid
def draw_maze(screen):
for row_idx, row in enumerate(maze):
for col_idx, cell in enumerate(row):
x, y = col_idx * GRID_SIZE, row_idx * GRID_SIZE
if cell == 1:
pygame.draw.rect(screen, BLUE, (x, y, GRID_SIZE, GRID_SIZE))
elif cell == 2:
pygame.draw.circle(screen, WHITE, (x + GRID_SIZE // 2, y + GRID_SIZE // 2), 5)
elif cell == 3:
pygame.draw.circle(screen, RED, (x + GRID_SIZE // 2, y + GRID_SIZE // 2), 12)
elif cell == 4:
pygame.draw.circle(screen, YELLOW, (x + GRID_SIZE // 2, y + GRID_SIZE // 2), 12)
def move_pacman(direction, screen):
global pacman_pos, score
row, col = pacman_pos
new_row, new_col = row, col
if direction == "UP":
new_row -= 1
elif direction == "DOWN":
new_row += 1
elif direction == "LEFT":
new_col -= 1
elif direction == "RIGHT":
new_col += 1
if maze[new_row][new_col] != 1:
if (new_row, new_col) in pellet_positions:
pellet_positions.remove((new_row, new_col))
score += 10
maze[row][col] = 0 # Clear old position
maze[new_row][new_col] = 4 # Move Pac-Man
pacman_pos = [new_row, new_col]
check_collision(screen)
def move_ghosts(screen):
directions = [(0, 1), (0, -1), (1, 0), (-1, 0)]
for ghost in ghost_positions:
row, col = ghost
random.shuffle(directions)
for dr, dc in directions:
new_row, new_col = row + dr, col + dc
if maze[new_row][new_col] in [0, 2]:
maze[row][col] = 0 # Restore empty path
if (row, col) in pellet_positions:
maze[row][col] = 2 # Restore pellet if ghost was on one
ghost[0], ghost[1] = new_row, new_col
maze[new_row][new_col] = 3 # Move ghost
break
check_collision(screen)
def main():
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Pac-Man (Beginner Version)")
clock = pygame.time.Clock()
while True:
screen.fill(BLACK)
draw_maze(screen)
font = pygame.font.Font(None, 36)
score_text = font.render(f"Score: {score}", True, WHITE)
lives_text = font.render(f"Lives: {lives}", True, WHITE)
screen.blit(score_text, (10, 10))
screen.blit(lives_text, (WIDTH - 100, 10))
move_ghosts(screen)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
move_pacman("UP", screen)
elif event.key == pygame.K_DOWN:
move_pacman("DOWN", screen)
elif event.key == pygame.K_LEFT:
move_pacman("LEFT", screen)
elif event.key == pygame.K_RIGHT:
move_pacman("RIGHT", screen)
clock.tick(5) # Control game speed
if __name__ == "__main__":
main()
Wrapping Up
Congratulations! You’ve built a Pac-Man game using Python and Pygame. This project introduced you to key game development concepts such as handling user input, managing game state, rendering graphics, and implementing random movement for ghosts.
Next Steps:
- Add Ghost AI: Implement pathfinding (e.g., A* algorithm) to make the ghosts smarter.
- Add Power Pellets: Introduce power-ups that allow Pac-Man to temporarily eat ghosts.
- Improve Animations: Add sprite-based animations for smoother movement.
- Expand the Maze: Create larger, more complex levels for added challenge.
- Track High Scores: Implement a scoring system that saves the player’s best runs.
By expanding on this foundation, you can create a more engaging and challenging Pac-Man experience. Keep coding, and have fun building games!
Happy coding!