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								DATA/Levels/Default/data.json
									
									
									
									
									
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								DATA/Levels/level_1/data.json
									
									
									
									
									
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| { | ||||
|     "name": "default", | ||||
|     "starting_position": { | ||||
|         "x": 6, | ||||
|         "y": 1 | ||||
|     }, | ||||
|     "enemies": [ | ||||
|         { | ||||
|             "type": "spider", | ||||
|             "sprite": "DATA/Sprites/Enemies/Tier 1/little-spider.png", | ||||
|             "x": 1, | ||||
|             "y": 6 | ||||
|         }, | ||||
|         { | ||||
|             "type": "spider", | ||||
|             "sprite": "DATA/Sprites/Enemies/Tier 1/little-spider.png", | ||||
|             "x": 1, | ||||
|             "y": 2 | ||||
|         }, | ||||
|         { | ||||
|             "type": "spider", | ||||
|             "sprite": "DATA/Sprites/Enemies/Tier 1/little-spider.png", | ||||
|             "x": 12, | ||||
|             "y": 3 | ||||
|         }, | ||||
|         { | ||||
|             "type": "spider", | ||||
|             "sprite": "DATA/Sprites/Enemies/Tier 1/little-spider.png", | ||||
|             "x": 10, | ||||
|             "y": 8 | ||||
|         } | ||||
|     ], | ||||
|     "floor": [ | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 0, | ||||
|             "x_start": 6, | ||||
|             "x_end": 8 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 1, | ||||
|             "x_start": 3, | ||||
|             "x_end": 11 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 1, | ||||
|             "x_start": 3, | ||||
|             "x_end": 11 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 2, | ||||
|             "x_start": 1, | ||||
|             "x_end": 12 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 3, | ||||
|             "x_start": 0, | ||||
|             "x_end": 12 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 4, | ||||
|             "x_start": 0, | ||||
|             "x_end": 12 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 5, | ||||
|             "x_start": 1, | ||||
|             "x_end": 13 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 6, | ||||
|             "x_start": 1, | ||||
|             "x_end": 13 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 7, | ||||
|             "x_start": 1, | ||||
|             "x_end": 13 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 8, | ||||
|             "x_start": 4, | ||||
|             "x_end": 11 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 9, | ||||
|             "x_start": 5, | ||||
|             "x_end": 8 | ||||
|         }, | ||||
|         { | ||||
|             "sprite": "DATA/Sprites/Floor/floor_grey.png", | ||||
|             "y": 10, | ||||
|             "x_start": 5, | ||||
|             "x_end": 6 | ||||
|         } | ||||
|     ] | ||||
| 
 | ||||
| } | ||||
							
								
								
									
										
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								DATA/Sprites/Enemies/Tier 0/healthy_food.aseprite
									
									
									
									
									
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								DATA/Sprites/Enemies/Tier 0/healthy_food.png
									
									
									
									
									
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								DATA/Sprites/Enemies/Tier 1/little-spider.aseprite
									
									
									
									
									
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								DATA/Sprites/Enemies/Tier 1/little-spider.png
									
									
									
									
									
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								DATA/Sprites/Floor/floor_grey.aseprite
									
									
									
									
									
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								DATA/Sprites/Floor/floor_grey.png
									
									
									
									
									
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								DATA/Sprites/Floor/move_ghost.aseprite
									
									
									
									
									
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								DATA/Sprites/Floor/move_ghost.png
									
									
									
									
									
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								DATA/Sprites/Floor/simple_border.aseprite
									
									
									
									
									
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								DATA/Sprites/Floor/simple_border.png
									
									
									
									
									
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								DATA/Sprites/Snake/body-rotate.aseprite
									
									
									
									
									
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								DATA/Sprites/Snake/body.aseprite
									
									
									
									
									
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								DATA/Sprites/Snake/body.png
									
									
									
									
									
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								DATA/Sprites/Snake/head.aseprite
									
									
									
									
									
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								DATA/Sprites/Snake/head.png
									
									
									
									
									
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								DATA/Sprites/Snake/tail.aseprite
									
									
									
									
									
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								DATA/Sprites/Snake/tail.png
									
									
									
									
									
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								__pycache__/fill_level.cpython-313.pyc
									
									
									
									
									
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								fill_level.py
									
									
									
									
									
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						| @ -0,0 +1,109 @@ | ||||
| import json | ||||
| 
 | ||||
| 
 | ||||
| class filler(): | ||||
|     def __init__(self, name = "None", floor_code = []): | ||||
|         self.name = name | ||||
|         self.floor_code = floor_code if floor_code else self.get_default_floor_code() | ||||
|          | ||||
|     def export2json(self): | ||||
|         filename = f"DATA/Levels/{self.name}/data.json" | ||||
|         with open(filename, 'w') as f:  | ||||
|             json.dump(self.level_data, f) | ||||
| 
 | ||||
|     def fill_level(self, floor_code, name = "Default"): | ||||
|         self.level_data = { | ||||
|             "name": name, | ||||
|             "start_point": { | ||||
|                 "x": 4, | ||||
|                 "y": 8, | ||||
|             }, | ||||
|             "enemy_types": [ | ||||
|                 [ | ||||
|                     { | ||||
|                         "type": "little_spider", | ||||
|                         "sprite": "DATA/Sprites/Enemies/Tier 1/little-spider.png", | ||||
|                     } | ||||
|                 ], | ||||
|                 [ | ||||
|                     { | ||||
|                         "type": "wolf", | ||||
|                         "sprite": "DATA/Sprites/Enemies/Tier 2/wolf.png", | ||||
|                     } | ||||
|                 ], | ||||
|             ], | ||||
|             "enemy_spawns": [[ | ||||
|                  { "x" : 1, "y" : 3, "tier": 1, "sleep": 200, "delay": 600}, | ||||
|                  { "x" : 12, "y" : 7,"tier": 1, "sleep": 200, "delay": 9000 }, | ||||
|                  { "x" : 1, "y" : 4, "tier": 1,"sleep": 200, "delay": 800 }, | ||||
|                  { "x" : 10, "y" : 0,"tier": 1, "sleep": 200, "delay": 600 } | ||||
|             ]], | ||||
|              | ||||
|             "size" : [], | ||||
|             "floor": [] | ||||
|         } | ||||
|         # Загрузка пола | ||||
|          | ||||
|         # floor_code - закодированная информация об уровне, представляет собой ас массив последовательностей 2х чисел: | ||||
|         # начало пола, конец пола | ||||
|         # Ключами являются координаты по y | ||||
|          | ||||
|         sprite  = "DATA/Sprites/Floor/floor_grey.png" | ||||
|         y = 0 | ||||
|         x_max = 1 | ||||
|         y_max = 1 | ||||
|          | ||||
|         while y < 15: | ||||
|             if y in floor_code: | ||||
|                 for x_len in floor_code[y]: | ||||
|                     x  = x_len["s"] | ||||
|                     while x <= x_len["e"]: | ||||
|                         if x > x_max: x_max = x | ||||
|                         self.level_data["floor"].append({"sprite": sprite, "x": x, "y": y}) | ||||
|                         x = x+1 | ||||
|                 if y > y_max: y_max = y | ||||
|                 y = y + 1 | ||||
|             else: | ||||
|                 break | ||||
|              | ||||
|         self.level_data["size"] = [x_max, y_max] | ||||
| 
 | ||||
|     def get_default_floor_code(self): | ||||
|         return { | ||||
|              0: [ | ||||
|                  { "s" : 5, "e" : 6 }, | ||||
|                  { "s" : 10, "e" : 12 }, | ||||
|              ], | ||||
|              1:[ | ||||
|                  { "s" : 5, "e" : 13 }, | ||||
|              ], | ||||
|              2:[ | ||||
|                  { "s" : 4, "e" : 13 }, | ||||
|              ], | ||||
|              3:[ | ||||
|                  { "s" : 1, "e" : 13 }, | ||||
|              ], | ||||
|              4:[ | ||||
|                  { "s" : 1, "e" : 13 }, | ||||
|              ], | ||||
|              5:[ | ||||
|                  { "s" : 1, "e" : 13 }, | ||||
|              ], | ||||
|              6:[ | ||||
|                  { "s" : 0, "e" : 12 }, | ||||
|              ], | ||||
|              7:[ | ||||
|                  { "s" : 0, "e" : 12 }, | ||||
|              ], | ||||
|              8:[ | ||||
|                  { "s" : 1, "e" : 12 }, | ||||
|              ], | ||||
|              9:[ | ||||
|                  { "s" : 3, "e" : 11 }, | ||||
|              ], | ||||
|              10:[ | ||||
|                  { "s" : 6, "e" : 8 }, | ||||
|              ] | ||||
|         } | ||||
| 
 | ||||
|          | ||||
							
								
								
									
										401
									
								
								main.py
									
									
									
									
									
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						| @ -0,0 +1,401 @@ | ||||
| import arcade | ||||
| import json | ||||
| import math | ||||
| import random | ||||
| from fill_level import filler | ||||
| 
 | ||||
| SCREEN_WIDTH = 800 | ||||
| SCREEN_HEIGHT = 600 | ||||
| 
 | ||||
| # class food(): | ||||
| #     def __init__(self, x, y, healf = 1): | ||||
| #         self.x = x | ||||
| #         self.y = y | ||||
| #         self.healf = healf | ||||
|      | ||||
| # class body(): | ||||
| #     def __init__(self, x, y, rotate, type): | ||||
| #         self.x = x | ||||
| #         self.y = y | ||||
| #         self.rotate = rotate | ||||
| #         self.type = type | ||||
|      | ||||
| # class SNAKE(): | ||||
| #     def __init__(self, star_point_x, star_point_y, start_rotate = 0): | ||||
| #         self.tail_rot = 0 | ||||
| #         self.body = [ | ||||
| #             body(star_point_x, star_point_y, start_rotate, "head"), | ||||
| #             body(star_point_x - 1, star_point_y, start_rotate, "tail") | ||||
| #         ] | ||||
| #     def check_contact(self,x,y): | ||||
| #         cont = 0 | ||||
| #         for body in self.body: | ||||
| #             if body.x == x and body.y == y: | ||||
| #                 cont = 1 | ||||
| #         return cont | ||||
|     # def calculate_coeff(self, degr): | ||||
|     #     return math.cos(math.radians(degr)) + math.sin(math.radians(degr)) | ||||
|      | ||||
|     # def convert_rot_to_body(self, deg0, deg1 ): | ||||
|     #     # deg1 - угол ближайшей к голове части | ||||
|     #     # deg0 - угол переходной части (он особый) | ||||
|     #     deg0 = deg0 % 360 | ||||
|     #     deg1 = deg1 % 360 | ||||
|     #     if (deg0 == 180 and deg1 == 270) or (deg0 == 270 and deg1 == 90): | ||||
|     #         return 180 | ||||
|     #     if (deg0 == 90 and deg1 == 270) or (deg0 == 0 and deg1 == 90): | ||||
|     #         return 0 | ||||
|     #     if ((deg0 == 90) and deg1 == 180) or (deg0 == 180 and deg1 == 0): | ||||
|     #         return 90 | ||||
|     #     if (deg0 == 0 and deg1 == 180) or (deg0 == 270 and deg1 == 0): | ||||
|     #         return 270 | ||||
|     #     return 0 | ||||
|     # def convert_rot_to_tail(self, deg0, deg2): | ||||
| 
 | ||||
| class Level_data(): | ||||
|     def __init__(self, level_data_json = []): | ||||
|         if level_data_json: | ||||
|             self.fill_grid(level_data_json) | ||||
| 
 | ||||
|     def fill_grid(self, level_data_json): | ||||
|         self.name = level_data_json["name"] | ||||
|         self.floor = level_data_json["floor"] | ||||
|         self.size = level_data_json["size"] | ||||
|         self.enemy_types = level_data_json["enemy_types"] | ||||
|         self.enemy_spawns  = level_data_json["enemy_spawns"] | ||||
|         self.start_point = level_data_json["start_point"] | ||||
| 
 | ||||
| class MYGAME(arcade.Window): | ||||
| 
 | ||||
|     def __init__(self, width, height): | ||||
|         super().__init__(width, height) | ||||
|         arcade.set_background_color(arcade.color.AMAZON) | ||||
|      | ||||
|     def setup(self, level_name): | ||||
|         | ||||
|         print(f"Upload level: {level_name}") | ||||
|          | ||||
|         with open(f'./DATA/Levels/{level_name}/data.json', 'r') as file: | ||||
|             self.Lvl_data = Level_data(json.load(file)) | ||||
| 
 | ||||
|         if self.Lvl_data.name :  | ||||
|             print(f"{self.Lvl_data.name} loaded") | ||||
|         else: | ||||
|             print("Error to load level") | ||||
|          | ||||
|         self.player_body_list = arcade.SpriteList() | ||||
|         self.floor_list = arcade.SpriteList() | ||||
|         self.enemies_list = arcade.SpriteList() | ||||
|         self.enemy_spawn = arcade.SpriteList() | ||||
|         self.tecnical_list = arcade.SpriteList() | ||||
| 
 | ||||
|         grid = fill_empty_grid() | ||||
|         self.floor_grid = self.arr2grid(self.Lvl_data.floor, grid) | ||||
|         self.print_grid(self.floor_grid) | ||||
|          | ||||
|         # food | ||||
|         self.food_list = arcade.SpriteList() | ||||
|         self.food_sleep = 200 | ||||
|         self.delay = 200 | ||||
|         self.food = [] | ||||
| 
 | ||||
|         # Счет | ||||
|         self.score = 0 | ||||
|         self.scale_ = 1.4 | ||||
| 
 | ||||
|         screen_center = [SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2] | ||||
|         self.level_start = [screen_center[0] - self.Lvl_data.size[0] * 16 * self.scale_, screen_center[1] - self.Lvl_data.size[1] * 16 * self.scale_] | ||||
|          | ||||
|         # Загрузка змеи | ||||
|         self.player_body_list.append(arcade.Sprite(f"./DATA/Sprites/Snake/head.png", self.scale_, self.Lvl_data.start_point["x"], self.Lvl_data.start_point["y"], 0)) | ||||
|         self.player_body_list.append(arcade.Sprite(f"./DATA/Sprites/Snake/tail.png", self.scale_, self.Lvl_data.start_point["x"]-1, self.Lvl_data.start_point["y"], 0)) | ||||
|         self.player_body_list[0].type = "head" | ||||
|         self.player_body_list[1].type = "tail" | ||||
| 
 | ||||
|         for body in self.player_body_list: | ||||
|             body.healf = 3 | ||||
|             body.center_x = self.level_start[0] - 16 + ( body.center_x  ) * 32 * self.scale_ | ||||
|             body.center_y = self.level_start[1] - 16 + ( body.center_y  ) * 32 * self.scale_ | ||||
| 
 | ||||
|         # Загрузка пола | ||||
|         for floor in self.Lvl_data.floor: | ||||
|             floor_sprite = arcade.Sprite(floor["sprite"], self.scale_) | ||||
|             floor_sprite.center_x = self.level_start[0] - 16  + ( floor["x"] ) * 32 * self.scale_ | ||||
|             floor_sprite.center_y = self.level_start[1] - 16  + ( floor["y"] ) * 32 * self.scale_ | ||||
|             self.floor_list.append(floor_sprite) | ||||
|          | ||||
|          | ||||
|     def calculate_rot(self, degr1, degr2): | ||||
|         # deg1 - угол ближайшей к голове части | ||||
|         # deg2 - угол дальней от голове части  | ||||
|         degr1 = degr1 % 360 | ||||
|         degr2 = degr2 % 360 | ||||
|         if (degr1 == 180 and degr2 == 270) or (degr1 == 90 and degr2 == 0): | ||||
|             return 180 | ||||
|         if (degr1 == 0 and degr2 == 90) or (degr1 == 270 and degr2 == 180): | ||||
|             return 0 | ||||
|         if ((degr1 == 90) and degr2 == 180) or (degr1 == 0 and degr2 == 270): | ||||
|             return 90 | ||||
|         if (degr1 == 270 and degr2 == 0) or (degr1 == 180 and degr2 == 90): | ||||
|             return 270 | ||||
|         return 90 | ||||
|      | ||||
|     def calc_tail_rotate(self): | ||||
|         tail = self.player_body_list[len(self.player_body_list)-1] | ||||
|         pre_last = self.player_body_list[len(self.player_body_list)-2] | ||||
| 
 | ||||
|         grad = 0 | ||||
|         pos_x = tail.center_x | ||||
|         pos_y = tail.center_y | ||||
| 
 | ||||
|         while not((pre_last.center_x == pos_x) and (pre_last.center_y == pos_y)): | ||||
|             pos_x = tail.center_x + int(math.cos(math.radians(grad))) * 32 * self.scale_ | ||||
|             pos_y = tail.center_y + int(math.sin(math.radians(grad))) * 32 * self.scale_ | ||||
|             grad += 90 | ||||
|         return grad - 90 | ||||
|      | ||||
|     def update_sprite(self, type): | ||||
|         return f"./DATA/Sprites/Snake/{type}.png" | ||||
|      | ||||
|     def player_move(self, vector): | ||||
|         i = len(self.player_body_list)-1  | ||||
|         self.tail_rot = self.player_body_list[i].angle | ||||
| 
 | ||||
|         while i > 0: | ||||
|             self.player_body_list[i].center_x = self.player_body_list[i-1].center_x | ||||
|             self.player_body_list[i].center_y = self.player_body_list[i-1].center_y | ||||
|             self.player_body_list[i].angle = self.player_body_list[i-1].angle | ||||
|             self.player_body_list[i].type = self.player_body_list[i-1].type | ||||
|             self.player_body_list[i].texture = self.player_body_list[i-1].texture | ||||
|             i -= 1 | ||||
| 
 | ||||
|         self.player_body_list[0].angle = vector * 90 | ||||
|         self.player_body_list[0].center_x = int(math.cos(math.radians(self.player_body_list[0].angle))) * 32 * self.scale_ + self.player_body_list[0].center_x | ||||
|         self.player_body_list[0].center_y = int(math.sin(math.radians(self.player_body_list[0].angle))) * 32 * self.scale_ + self.player_body_list[0].center_y | ||||
|         self.player_body_list[0].angle = 360 - self.player_body_list[0].angle | ||||
| 
 | ||||
|         if self.player_body_list[0].angle != self.player_body_list[1].angle: | ||||
|             self.player_body_list[1].type = "body-rotate" | ||||
|             self.player_body_list[1].angle = 360 - self.calculate_rot(360 - self.player_body_list[0].angle, 360 - self.player_body_list[1].angle) | ||||
|         else: | ||||
|             self.player_body_list[1].type = "body" | ||||
|              | ||||
|         self.player_body_list[1].texture = arcade.load_texture(self.update_sprite(self.player_body_list[1].type)) | ||||
| 
 | ||||
|         self.player_body_list[ len(self.player_body_list) - 1 ].type = "tail" | ||||
|         self.player_body_list[ len(self.player_body_list) - 1 ].texture = arcade.load_texture(self.update_sprite( self.player_body_list[ len(self.player_body_list) - 1 ].type )) | ||||
|         self.player_body_list[ len(self.player_body_list) - 1 ].angle = 360 - self.calc_tail_rotate() | ||||
| 
 | ||||
|     def add_body(self): | ||||
|          | ||||
|         last_body = self.player_body_list[len(self.player_body_list)-1] | ||||
| 
 | ||||
|         new_body = arcade.Sprite(self.update_sprite( "tail" ), self.scale_,last_body.center_x, last_body.center_y, self.tail_rot) | ||||
|         v_x = int(math.cos(math.radians(360 - self.tail_rot))) * 32 * self.scale_ | ||||
|         v_y = int(math.sin(math.radians(360 - self.tail_rot))) * 32 * self.scale_  | ||||
| 
 | ||||
|         new_body.center_x = last_body.center_x - v_x | ||||
|         new_body.center_y = last_body.center_y - v_y | ||||
| 
 | ||||
|         l = len(self.player_body_list) - 1 | ||||
| 
 | ||||
|         if 360 - self.player_body_list[l].angle != 360 - self.tail_rot: | ||||
|             self.player_body_list[l].type = "body-rotate"  | ||||
|             self.player_body_list[l].angle = 360 - self.calculate_rot(360 - self.player_body_list[l].angle, 360 - self.tail_rot) | ||||
|         else: | ||||
|             self.player_body_list[l].type = "body" | ||||
|              | ||||
|         self.player_body_list[l].texture = arcade.load_texture(self.update_sprite(self.player_body_list[l].type)) | ||||
|         self.player_body_list.append(new_body) | ||||
| 
 | ||||
|     def spawn_food(self): | ||||
|         spawn = False | ||||
|         while spawn == False: | ||||
|             x = random.randint(0, 14) | ||||
|             y = random.randint(0, 14) | ||||
|             if self.floor_grid[y][x] == 1: | ||||
|                 food_sprite = arcade.Sprite(f"./DATA/Sprites/Enemies/Tier 0/healthy_food.png", self.scale_) | ||||
|                 food_sprite.center_x = self.level_start[0] - 16 + ( x ) * 32 * self.scale_ | ||||
|                 food_sprite.center_y = self.level_start[1] - 16 + ( y ) * 32 * self.scale_ | ||||
|                 if arcade.check_for_collision_with_list(food_sprite, self.floor_list) != [] and arcade.check_for_collision_with_list(food_sprite, self.player_body_list) == []: | ||||
|                     self.food_list.append(food_sprite) | ||||
|                     spawn = True | ||||
|                 else: | ||||
|                     food_sprite.kill() | ||||
|      | ||||
|     def find_way(self, enemy): | ||||
|         if enemy.detect == 0: | ||||
|             vector = 0 | ||||
|             while vector != 360 and self.check_floor(vector, enemy) == 0: | ||||
|                 vector += 90 | ||||
|             if vector == 360: | ||||
|                 enemy.angle = random.randint(0, 3) * 90 | ||||
|             else:  | ||||
|                 enemy.angle = 360 - vector | ||||
|              | ||||
|     def enemy_move(self, enemy): | ||||
|         if self.check_floor(360 - enemy.angle, enemy): | ||||
|             enemy.center_x = int(math.cos(math.radians(360 - enemy.angle))) * 32 * self.scale_ + enemy.center_x | ||||
|             enemy.center_y = int(math.sin(math.radians(360 - enemy.angle))) * 32 * self.scale_ + enemy.center_y | ||||
|     def check_detect(self, enemy): | ||||
|         pass | ||||
|     def update(self): | ||||
|         # Food | ||||
|         self.food_sleep -= 1 | ||||
|         if self.food_sleep <= 0: | ||||
|             self.spawn_food() | ||||
|             self.food_sleep = self.delay | ||||
|          | ||||
|         list = arcade.check_for_collision_with_list(self.player_body_list[0], self.food_list) | ||||
|         if list != []: | ||||
|             self.food_list.remove(list[0]) | ||||
|             self.score += 1 | ||||
|             self.spawn_food() | ||||
|             self.add_body() | ||||
|         # Enemy | ||||
|         for enemy in self.enemies_list: | ||||
|             enemy.sleep -= 1 | ||||
|             self.check_detect(enemy) | ||||
|             if (enemy.sleep == enemy.delay / 2 ): | ||||
|                 self.find_way(enemy) | ||||
|             elif (enemy.sleep == 0 ): | ||||
|                 self.enemy_move(enemy) | ||||
|                 enemy.sleep = enemy.delay | ||||
|                  | ||||
| 
 | ||||
|         # Enemy_spawn | ||||
|         for spawn in self.Lvl_data.enemy_spawns[0]: | ||||
|             spawn["sleep"] -= 1 | ||||
|             if spawn["sleep"] <= 0: | ||||
|                 spawn["sleep"] = spawn["delay"] | ||||
|                 self.spawn_enemy(spawn["y"], spawn["x"], spawn["tier"]) | ||||
| 
 | ||||
|     def spawn_enemy(self, y, x, tier): | ||||
|         type = random.randint(0, len(self.Lvl_data.enemy_types[tier-1])) | ||||
|          | ||||
|         if (type == 0): | ||||
|             enemy_sprite = arcade.Sprite("./DATA/Sprites/Enemies/Tier 1/little-spider.png", self.scale_) | ||||
|             posible = arcade.check_for_collision_with_list(enemy_sprite, self.player_body_list) == [] | ||||
|             posible = posible and arcade.check_for_collision_with_list(enemy_sprite, self.enemies_list) == [] | ||||
|             if posible: | ||||
|                 enemy_sprite.damage = 1 | ||||
|                 enemy_sprite.healf = 1 | ||||
|                 enemy_sprite.toxic = 0 | ||||
|                 enemy_sprite.detect = 0 | ||||
|                 enemy_sprite.sleep = 200 | ||||
|                 enemy_sprite.delay = 200 | ||||
|                 enemy_sprite.hear_radius = 1 * 32 * self.scale_ | ||||
|                 enemy_sprite.angle = 90 | ||||
|                 enemy_sprite.center_x = self.level_start[0] - 16 + ( x ) * 32 * self.scale_ | ||||
|                 enemy_sprite.center_y = self.level_start[1] - 16 + ( y ) * 32 * self.scale_ | ||||
|                 self.enemies_list.append(enemy_sprite) | ||||
|             else:  | ||||
|                 enemy_sprite.kill() | ||||
|             # print_spawn("tier: " + str(type), x, y) | ||||
|          | ||||
| 
 | ||||
|     def print_grid(self, grid): | ||||
|         x = 0  | ||||
|         y = 14 | ||||
|         print_ = '' | ||||
|         while y >= 0: | ||||
|             while x < 15: | ||||
|                 print_ += "  " if grid[y][x] == 0 else "1 " | ||||
|                 x += 1  | ||||
|             print(print_) | ||||
|             print_ = '' | ||||
|             y -= 1 | ||||
|             x = 0 | ||||
| 
 | ||||
| 
 | ||||
|     def arr2grid(self, arr, grid): | ||||
|         for point in arr: | ||||
|             grid[point["y"]][point["x"]] = 1 | ||||
|         return grid | ||||
|      | ||||
|     # Обработка нажатий | ||||
|     MOVEMENT_SPEED = 1 | ||||
|     def check_floor(self, vector, sprite): | ||||
|         rotate = 90 * vector | ||||
|         v_x = int(math.cos(math.radians(rotate))) * 32 * self.scale_ | ||||
|         v_y = int(math.sin(math.radians(rotate))) * 32 * self.scale_ | ||||
| 
 | ||||
|         new_pos = arcade.Sprite( "./DATA/Sprites/Floor/move_ghost.png", self.scale_, sprite.center_x + v_x, sprite.center_y + v_y ) | ||||
| 
 | ||||
|         posible = arcade.check_for_collision_with_list(new_pos, self.floor_list) != []  | ||||
|         posible = posible and arcade.check_for_collision_with_list(new_pos, self.player_body_list) == [] | ||||
|         posible = posible and arcade.check_for_collision_with_list(new_pos, self.enemies_list) == [] | ||||
|         new_pos.kill() | ||||
| 
 | ||||
|         return posible | ||||
|      | ||||
|     def on_key_press(self, key, modifiers): | ||||
|         """Вызывается при нажатии пользователем клавиши""" | ||||
|         # Get the first sprite (head) from the player list | ||||
|         if len(self.player_body_list) == 0: | ||||
|             return | ||||
|          | ||||
|         if key in (arcade.key.UP, arcade.key.W): | ||||
|             if  self.check_floor(1, self.player_body_list[0]) and self.player_body_list[0].angle != 90:    | ||||
|                 self.player_move(1) | ||||
|                  | ||||
|         elif key in (arcade.key.DOWN, arcade.key.S): | ||||
|             if  self.check_floor(3, self.player_body_list[0]) and self.player_body_list[0].angle != 270:  | ||||
|                 self.player_move(3) | ||||
| 
 | ||||
|         elif key in (arcade.key.LEFT, arcade.key.A): | ||||
|             if  self.check_floor(2, self.player_body_list[0]) and (self.player_body_list[0].angle != 360 and self.player_body_list[0].angle != 0): | ||||
|                 self.player_move(2) | ||||
| 
 | ||||
|         elif key in (arcade.key.RIGHT, arcade.key.D): | ||||
|             if  self.check_floor(0, self.player_body_list[0]) and self.player_body_list[0].angle != 180: | ||||
|                 self.player_move(0) | ||||
| 
 | ||||
|     # def on_key_release(self, key, modifiers): | ||||
|     #     if len(self.player_body_list) > 0: | ||||
|     #         self.player_sprite = self.player_body_list[0] | ||||
|              | ||||
|     #         if key in (arcade.key.UP, arcade.key.DOWN, arcade.key.W, arcade.key.S): | ||||
|     #             self.player_sprite.change_y = 0 | ||||
|     #         elif key in (arcade.key.LEFT, arcade.key.RIGHT, arcade.key.A, arcade.key.D): | ||||
|     #             self.player_sprite.change_x = 0 | ||||
|     def on_draw(self): | ||||
|         self.update() | ||||
|         # Очищаем экран перед каждой отрисовкой | ||||
|         self.clear() | ||||
|         # Отрисовываем все спрайты | ||||
|         self.floor_list.draw() | ||||
|         self.tecnical_list.draw() | ||||
|         self.food_list.draw() | ||||
|         self.enemies_list.draw() | ||||
|         self.player_body_list.draw() | ||||
|          | ||||
| 
 | ||||
| def print_spawn(who, x, y): | ||||
|     print(f"Spawn: {who}\nx: {x}\ny: {y}") | ||||
| 
 | ||||
| def fill_empty_grid(): | ||||
|     grid = [] | ||||
|     y = 0 | ||||
|     x = 0 | ||||
|     while y < 15: | ||||
|         grid.append([]) | ||||
|         while x < 15: | ||||
|             grid[y].append([x]) | ||||
|             grid[y][x] = 0 | ||||
|             x = x + 1 | ||||
|         y = y + 1 | ||||
|         x = 0 | ||||
|     return grid | ||||
| 
 | ||||
| def main(): | ||||
|     filler_ = filler("Default") | ||||
|     filler_.fill_level(filler_.floor_code) | ||||
|     filler_.export2json() | ||||
| 
 | ||||
|     game = MYGAME(SCREEN_WIDTH, SCREEN_HEIGHT) | ||||
|     game.setup( "Default" ) | ||||
|     arcade.run() | ||||
| 
 | ||||
| if __name__ == "__main__": | ||||
|     main() | ||||