From 8b84cfc5419aa0b11c3fceb9732c82ec52cf6a0c Mon Sep 17 00:00:00 2001 From: PABLO Date: Fri, 16 May 2025 12:27:48 +0300 Subject: [PATCH] update: all --- main.py | 422 +++++++++++++++++++++++++++++++++----------------------- 1 file changed, 249 insertions(+), 173 deletions(-) diff --git a/main.py b/main.py index a57e0bd..c5c8ea7 100644 --- a/main.py +++ b/main.py @@ -2,37 +2,12 @@ import arcade import json import math import random +import pyglet +from pyglet.display.base import Screen, ScreenMode 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 +SCREEN_WIDTH = 1280 +SCREEN_HEIGHT = 720 # def calculate_coeff(self, degr): # return math.cos(math.radians(degr)) + math.sin(math.radians(degr)) @@ -50,7 +25,117 @@ SCREEN_HEIGHT = 600 # 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 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, health = 3): + self.x = x + self.y = y + self.rotate = rotate + self.type = type + self.health = health + +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 get_damage(self, index): + self.body[index].health -= 1 + if self.body[index].health == 0: + del self.body[index:len(self.body)] + + + 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.body[len(self.body)-1] + pre_last = self.body[len(self.body)-2] + + grad = 0 + pos_x = tail.x + pos_y = tail.y + + while not((pre_last.x == pos_x) and (pre_last.y == pos_y)): + pos_x = tail.x + int(math.cos(math.radians(grad))) + pos_y = tail.y + int(math.sin(math.radians(grad))) + grad += 90 + return grad - 90 + + def player_move(self, vector): + i = len(self.body)-1 + self.tail_rot = self.body[i].rotate + + while i > 0: + self.body[i].x = self.body[i-1].x + self.body[i].y = self.body[i-1].y + self.body[i].rotate = self.body[i-1].rotate + self.body[i].type = self.body[i-1].type + i -= 1 + + self.body[0].rotate = vector * 90 + self.body[0].x = int(math.cos(math.radians(self.body[0].rotate))) + self.body[0].x + self.body[0].y = int(math.sin(math.radians(self.body[0].rotate))) + self.body[0].y + self.body[0].rotate = 360 - self.body[0].rotate + + + if self.body[0].rotate != self.body[1].rotate: + self.body[1].type = "body-rotate" + self.body[1].rotate = 360 - self.calculate_rot(360 - self.body[0].rotate, 360 - self.body[1].rotate) + else: + self.body[1].type = "body" + + self.body[ len(self.body) - 1 ].type = "tail" + self.body[ len(self.body) - 1 ].rotate = 360 - self.calc_tail_rotate() + + def add_body(self): + + last_body = self.body[len(self.body)-1] + + new_body = body(last_body.x, last_body.y, self.tail_rot, "tail") + v_x = int(math.cos(math.radians(360 - self.tail_rot))) + v_y = int(math.sin(math.radians(360 - self.tail_rot))) + + new_body.x = last_body.x - v_x + new_body.y = last_body.y - v_y + + l = len(self.body) - 1 + + if 360 - self.body[l].rotate != 360 - self.tail_rot: + self.body[l].type = "body-rotate" + self.body[l].rotate = 360 - self.calculate_rot(360 - self.body[l].rotate, 360 - self.tail_rot) + else: + self.body[l].type = "body" + + self.body.append(new_body) class Level_data(): def __init__(self, level_data_json = []): @@ -67,7 +152,29 @@ class Level_data(): class MYGAME(arcade.Window): - def __init__(self, width, height): + def __init__( + self, + width: int = 1280, + height: int = 720, + title: str | None = "Snake", + fullscreen: bool = False, + resizable: bool = False, + update_rate: float = 1 / 60, + antialiasing: bool = True, + gl_version: tuple[int, int] = (3, 3), + screen: Screen | None = None, + style: str | None = pyglet.window.Window.WINDOW_STYLE_DEFAULT, + visible: bool = True, + vsync: bool = False, + gc_mode: str = "context_gc", + center_window: bool = True, + samples: int = 4, + enable_polling: bool = True, + gl_api: str = "gl", + draw_rate: float = 1 / 60, + fixed_rate: float = 1.0 / 60.0, + fixed_frame_cap: int | None = None, + ): super().__init__(width, height) arcade.set_background_color(arcade.color.AMAZON) @@ -83,16 +190,35 @@ class MYGAME(arcade.Window): 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() - + + # Сетка уровня + self.floor_list = arcade.SpriteList() grid = fill_empty_grid() self.floor_grid = self.arr2grid(self.Lvl_data.floor, grid) self.print_grid(self.floor_grid) - + + # Загрузка текстур + self.texture_list = { + "snake": + { + "head": arcade.load_texture( "./DATA/Sprites/Snake/head.png" ), + "body": arcade.load_texture( "./DATA/Sprites/Snake/body.png" ), + "body-rotate": arcade.load_texture( "./DATA/Sprites/Snake/body-rotate.png" ), + "tail": arcade.load_texture( "./DATA/Sprites/Snake/tail.png" ) + }, + "food": + { + "healthy-food": arcade.load_texture( "./DATA/Sprites/Enemies/Tier 0/healthy_food.png" ) + }, + "floor": + { + "floor-gray": arcade.load_texture( "./DATA/Sprites/Floor/floor_grey.png" ) + } + } + # food self.food_list = arcade.SpriteList() self.food_sleep = 200 @@ -105,108 +231,45 @@ class MYGAME(arcade.Window): 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 змеи + self.snake_sprite_list = arcade.SpriteList() + self.snake = SNAKE(self.Lvl_data.start_point["x"], self.Lvl_data.start_point["y"]) + # Загрузка пола for floor in self.Lvl_data.floor: - floor_sprite = arcade.Sprite(floor["sprite"], self.scale_) + floor_sprite = arcade.Sprite(self.texture_list["floor"]["floor-gray"], 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 update_snake_sprites(self): + # Обновляем положениям спрайтов + if (len(self.snake.body) == len(self.snake_sprite_list)): + for i, body_part in enumerate(self.snake.body): + self.snake_sprite_list[i].texture = self.texture_list[ "snake" ][ body_part.type ] + self.snake_sprite_list[i].angle = body_part.rotate + self.snake_sprite_list[i].center_x = self.level_start[0] - 16 + ( body_part.x ) * 32 * self.scale_ + self.snake_sprite_list[i].center_y = self.level_start[1] - 16 + ( body_part.y ) * 32 * self.scale_ + elif (len(self.snake.body) - len(self.snake_sprite_list) > 0): + # Обновляем список спрайтов + delta = len(self.snake.body) - len(self.snake_sprite_list) + i = len(self.snake.body) - delta + while i <= len(self.snake.body) - 1: + snake_new_sprite = arcade.Sprite(self.texture_list[ "snake" ][ self.snake.body[i].type ], self.scale_) + snake_new_sprite.angle = self.snake.body[i].rotate + snake_new_sprite.center_x = self.level_start[0] - 16 + ( self.snake.body[i].x ) * 32 * self.scale_ + snake_new_sprite.center_y = self.level_start[1] - 16 + ( self.snake.body[i].y ) * 32 * self.scale_ + self.snake_sprite_list.append( snake_new_sprite ) + i += 1 + else: + # Обновляем список спрайтов + delta = len(self.snake_sprite_list) - len(self.snake.body) + i = len(self.snake.body) - delta + 1 + while i <= len(self.snake_sprite_list) - 1: + self.snake_sprite_list[i].kill() + i += 1 def spawn_food(self): spawn = False @@ -214,10 +277,10 @@ class MYGAME(arcade.Window): 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 = arcade.Sprite(self.texture_list[ "food" ][ "healthy-food" ], 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) == []: + if arcade.check_for_collision_with_list(food_sprite, self.floor_list) != [] and arcade.check_for_collision_with_list(food_sprite, self.snake_sprite_list) == []: self.food_list.append(food_sprite) spawn = True else: @@ -237,45 +300,55 @@ class MYGAME(arcade.Window): 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): + + def on_update(self, delta_time: float): + + self.update_snake_sprites() + + # 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) + list = arcade.check_for_collision_with_list(self.snake_sprite_list[0], self.food_list) if list != []: self.food_list.remove(list[0]) self.score += 1 + for body_part in self.snake.body: + body_part.health = 3 + self.snake.body + self.snake.add_body() 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 + # 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"]) + # 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 = arcade.check_for_collision_with_list(enemy_sprite, self.snake_sprite_list) == [] posible = posible and arcade.check_for_collision_with_list(enemy_sprite, self.enemies_list) == [] if posible: enemy_sprite.damage = 1 @@ -314,17 +387,20 @@ class MYGAME(arcade.Window): 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 ) + new_pos = arcade.Sprite( self.texture_list["floor"]["floor-gray"], 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) == [] + body_part = arcade.check_for_collision_with_list(new_pos, self.snake_sprite_list) + if ( body_part != [] and body_part[0] != self.snake_sprite_list[0]): + self.snake.get_damage(self.snake_sprite_list.index(body_part[0])) + posible = False + # posible = posible and arcade.check_for_collision_with_list(new_pos, self.enemies_list) == [] new_pos.kill() return posible @@ -332,43 +408,43 @@ class MYGAME(arcade.Window): 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: + if len(self.snake_sprite_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) + if self.snake_sprite_list[0].angle != 90: + if self.check_floor(1, self.snake_sprite_list[0]): + self.snake.player_move(1) + self.update_snake_sprites() 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) + if self.snake_sprite_list[0].angle != 270: + if self.check_floor(3, self.snake_sprite_list[0]): + self.snake.player_move(3) + self.update_snake_sprites() 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) + if (self.snake_sprite_list[0].angle != 360 and self.snake_sprite_list[0].angle != 0): + if self.check_floor(2, self.snake_sprite_list[0]): + self.snake.player_move(2) + self.update_snake_sprites() 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) + if self.snake_sprite_list[0].angle != 180: + if self.check_floor(0, self.snake_sprite_list[0]): + self.snake.player_move(0) + self.update_snake_sprites() - # 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.tecnical_list.draw() self.food_list.draw() - self.enemies_list.draw() - self.player_body_list.draw() + # self.enemies_list.draw() + self.snake_sprite_list.draw() + arcade.draw_text(f"Score: {self.score}", self.level_start[0], self.level_start[1], arcade.color.BLACK, 24) def print_spawn(who, x, y):