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							| @ -2,37 +2,12 @@ import arcade | |||||||
| import json | import json | ||||||
| import math | import math | ||||||
| import random | import random | ||||||
|  | import pyglet | ||||||
|  | from pyglet.display.base import Screen, ScreenMode | ||||||
| from fill_level import filler | from fill_level import filler | ||||||
| 
 | 
 | ||||||
| SCREEN_WIDTH = 800 | SCREEN_WIDTH = 1280 | ||||||
| SCREEN_HEIGHT = 600 | SCREEN_HEIGHT = 720 | ||||||
| 
 |  | ||||||
| # 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): |     # def calculate_coeff(self, degr): | ||||||
|     #     return math.cos(math.radians(degr)) + math.sin(math.radians(degr)) |     #     return math.cos(math.radians(degr)) + math.sin(math.radians(degr)) | ||||||
|      |      | ||||||
| @ -50,79 +25,39 @@ SCREEN_HEIGHT = 600 | |||||||
|     #     if (deg0 == 0 and deg1 == 180) or (deg0 == 270 and deg1 == 0): |     #     if (deg0 == 0 and deg1 == 180) or (deg0 == 270 and deg1 == 0): | ||||||
|     #         return 270 |     #         return 270 | ||||||
|     #     return 0 |     #     return 0 | ||||||
|     # def convert_rot_to_tail(self, deg0, deg2): |  | ||||||
|      |      | ||||||
| class Level_data(): | class food(): | ||||||
|     def __init__(self, level_data_json = []): |     def __init__(self, x, y, healf = 1): | ||||||
|         if level_data_json: |         self.x = x | ||||||
|             self.fill_grid(level_data_json) |         self.y = y | ||||||
|  |         self.healf = healf | ||||||
|      |      | ||||||
|     def fill_grid(self, level_data_json): | class body(): | ||||||
|         self.name = level_data_json["name"] |     def __init__(self, x, y, rotate, type, health = 3): | ||||||
|         self.floor = level_data_json["floor"] |         self.x = x | ||||||
|         self.size = level_data_json["size"] |         self.y = y | ||||||
|         self.enemy_types = level_data_json["enemy_types"] |         self.rotate = rotate | ||||||
|         self.enemy_spawns  = level_data_json["enemy_spawns"] |         self.type = type | ||||||
|         self.start_point = level_data_json["start_point"] |         self.health = health | ||||||
|      |      | ||||||
| class MYGAME(arcade.Window): | 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 __init__(self, width, height): |     def get_damage(self, index): | ||||||
|         super().__init__(width, height) |         self.body[index].health -= 1 | ||||||
|         arcade.set_background_color(arcade.color.AMAZON) |         if self.body[index].health == 0: | ||||||
|      |             del self.body[index:len(self.body)] | ||||||
|     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): |     def calculate_rot(self, degr1, degr2): | ||||||
| @ -140,73 +75,201 @@ class MYGAME(arcade.Window): | |||||||
|             return 270 |             return 270 | ||||||
|         return 90 |         return 90 | ||||||
|      |      | ||||||
|  |      | ||||||
|     def calc_tail_rotate(self): |     def calc_tail_rotate(self): | ||||||
|         tail = self.player_body_list[len(self.player_body_list)-1] |         tail = self.body[len(self.body)-1] | ||||||
|         pre_last = self.player_body_list[len(self.player_body_list)-2] |         pre_last = self.body[len(self.body)-2] | ||||||
| 
 | 
 | ||||||
|         grad = 0 |         grad = 0 | ||||||
|         pos_x = tail.center_x |         pos_x = tail.x | ||||||
|         pos_y = tail.center_y |         pos_y = tail.y | ||||||
| 
 | 
 | ||||||
|         while not((pre_last.center_x == pos_x) and (pre_last.center_y == pos_y)): |         while not((pre_last.x == pos_x) and (pre_last.y == pos_y)): | ||||||
|             pos_x = tail.center_x + int(math.cos(math.radians(grad))) * 32 * self.scale_ |             pos_x = tail.x + int(math.cos(math.radians(grad))) | ||||||
|             pos_y = tail.center_y + int(math.sin(math.radians(grad))) * 32 * self.scale_ |             pos_y = tail.y + int(math.sin(math.radians(grad))) | ||||||
|             grad += 90 |             grad += 90 | ||||||
|         return grad - 90 |         return grad - 90 | ||||||
|      |      | ||||||
|     def update_sprite(self, type): |  | ||||||
|         return f"./DATA/Sprites/Snake/{type}.png" |  | ||||||
|      |  | ||||||
|     def player_move(self, vector): |     def player_move(self, vector): | ||||||
|         i = len(self.player_body_list)-1  |         i = len(self.body)-1  | ||||||
|         self.tail_rot = self.player_body_list[i].angle |         self.tail_rot = self.body[i].rotate | ||||||
| 
 | 
 | ||||||
|         while i > 0: |         while i > 0: | ||||||
|             self.player_body_list[i].center_x = self.player_body_list[i-1].center_x |             self.body[i].x = self.body[i-1].x | ||||||
|             self.player_body_list[i].center_y = self.player_body_list[i-1].center_y |             self.body[i].y = self.body[i-1].y | ||||||
|             self.player_body_list[i].angle = self.player_body_list[i-1].angle |             self.body[i].rotate = self.body[i-1].rotate | ||||||
|             self.player_body_list[i].type = self.player_body_list[i-1].type |             self.body[i].type = self.body[i-1].type | ||||||
|             self.player_body_list[i].texture = self.player_body_list[i-1].texture |  | ||||||
|             i -= 1 |             i -= 1 | ||||||
| 
 | 
 | ||||||
|         self.player_body_list[0].angle = vector * 90 |         self.body[0].rotate = 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.body[0].x = int(math.cos(math.radians(self.body[0].rotate))) + self.body[0].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.body[0].y = int(math.sin(math.radians(self.body[0].rotate))) + self.body[0].y | ||||||
|         self.player_body_list[0].angle = 360 - self.player_body_list[0].angle |         self.body[0].rotate = 360 - self.body[0].rotate | ||||||
|          |          | ||||||
|         if self.player_body_list[0].angle != self.player_body_list[1].angle: | 
 | ||||||
|             self.player_body_list[1].type = "body-rotate" |         if self.body[0].rotate != self.body[1].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) |             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: |         else: | ||||||
|             self.player_body_list[1].type = "body" |             self.body[1].type = "body" | ||||||
| 
 | 
 | ||||||
|         self.player_body_list[1].texture = arcade.load_texture(self.update_sprite(self.player_body_list[1].type)) |         self.body[ len(self.body) - 1 ].type = "tail" | ||||||
| 
 |         self.body[ len(self.body) - 1 ].rotate = 360 - self.calc_tail_rotate() | ||||||
|         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): |     def add_body(self): | ||||||
|          |          | ||||||
|         last_body = self.player_body_list[len(self.player_body_list)-1] |         last_body = self.body[len(self.body)-1] | ||||||
| 
 | 
 | ||||||
|         new_body = arcade.Sprite(self.update_sprite( "tail" ), self.scale_,last_body.center_x, last_body.center_y, self.tail_rot) |         new_body = body(last_body.x, last_body.y, self.tail_rot, "tail") | ||||||
|         v_x = int(math.cos(math.radians(360 - self.tail_rot))) * 32 * self.scale_ |         v_x = int(math.cos(math.radians(360 - self.tail_rot))) | ||||||
|         v_y = int(math.sin(math.radians(360 - self.tail_rot))) * 32 * self.scale_  |         v_y = int(math.sin(math.radians(360 - self.tail_rot))) | ||||||
| 
 | 
 | ||||||
|         new_body.center_x = last_body.center_x - v_x |         new_body.x = last_body.x - v_x | ||||||
|         new_body.center_y = last_body.center_y - v_y |         new_body.y = last_body.y - v_y | ||||||
| 
 | 
 | ||||||
|         l = len(self.player_body_list) - 1 |         l = len(self.body) - 1 | ||||||
| 
 | 
 | ||||||
|         if 360 - self.player_body_list[l].angle != 360 - self.tail_rot: |         if 360 - self.body[l].rotate != 360 - self.tail_rot: | ||||||
|             self.player_body_list[l].type = "body-rotate"  |             self.body[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) |             self.body[l].rotate = 360 - self.calculate_rot(360 - self.body[l].rotate, 360 - self.tail_rot) | ||||||
|         else: |         else: | ||||||
|             self.player_body_list[l].type = "body" |             self.body[l].type = "body" | ||||||
| 
 | 
 | ||||||
|         self.player_body_list[l].texture = arcade.load_texture(self.update_sprite(self.player_body_list[l].type)) |         self.body.append(new_body) | ||||||
|         self.player_body_list.append(new_body) | 
 | ||||||
|  | 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: 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) | ||||||
|  |      | ||||||
|  |     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.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 | ||||||
|  |         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.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(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 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): |     def spawn_food(self): | ||||||
|         spawn = False |         spawn = False | ||||||
| @ -214,10 +277,10 @@ class MYGAME(arcade.Window): | |||||||
|             x = random.randint(0, 14) |             x = random.randint(0, 14) | ||||||
|             y = random.randint(0, 14) |             y = random.randint(0, 14) | ||||||
|             if self.floor_grid[y][x] == 1: |             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_x = self.level_start[0] - 16 + ( x ) * 32 * self.scale_ | ||||||
|                 food_sprite.center_y = self.level_start[1] - 16 + ( y ) * 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) |                     self.food_list.append(food_sprite) | ||||||
|                     spawn = True |                     spawn = True | ||||||
|                 else: |                 else: | ||||||
| @ -237,45 +300,55 @@ class MYGAME(arcade.Window): | |||||||
|         if self.check_floor(360 - enemy.angle, 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_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 |             enemy.center_y = int(math.sin(math.radians(360 - enemy.angle))) * 32 * self.scale_ + enemy.center_y | ||||||
|  |      | ||||||
|     def check_detect(self, enemy): |     def check_detect(self, enemy): | ||||||
|         pass |         pass | ||||||
|     def update(self): | 
 | ||||||
|  |     def on_update(self, delta_time: float): | ||||||
|  | 
 | ||||||
|  |         self.update_snake_sprites() | ||||||
|  |          | ||||||
|  |          | ||||||
|         # Food |         # Food | ||||||
|         self.food_sleep -= 1 |         self.food_sleep -= 1 | ||||||
|         if self.food_sleep <= 0: |         if self.food_sleep <= 0: | ||||||
|             self.spawn_food() |             self.spawn_food() | ||||||
|             self.food_sleep = self.delay |             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 != []: |         if list != []: | ||||||
|             self.food_list.remove(list[0]) |             self.food_list.remove(list[0]) | ||||||
|             self.score += 1 |             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.spawn_food() | ||||||
|             self.add_body() |              | ||||||
|         # Enemy |         # Enemy | ||||||
|         for enemy in self.enemies_list: |         # for enemy in self.enemies_list: | ||||||
|             enemy.sleep -= 1 |         #     enemy.sleep -= 1 | ||||||
|             self.check_detect(enemy) |         #     self.check_detect(enemy) | ||||||
|             if (enemy.sleep == enemy.delay / 2 ): |         #     if (enemy.sleep == enemy.delay / 2 ): | ||||||
|                 self.find_way(enemy) |         #         self.find_way(enemy) | ||||||
|             elif (enemy.sleep == 0 ): |         #     elif (enemy.sleep == 0 ): | ||||||
|                 self.enemy_move(enemy) |         #         self.enemy_move(enemy) | ||||||
|                 enemy.sleep = enemy.delay |         #         enemy.sleep = enemy.delay | ||||||
|                  |                  | ||||||
| 
 | 
 | ||||||
|         # Enemy_spawn |         # Enemy_spawn | ||||||
|         for spawn in self.Lvl_data.enemy_spawns[0]: |         # for spawn in self.Lvl_data.enemy_spawns[0]: | ||||||
|             spawn["sleep"] -= 1 |         #     spawn["sleep"] -= 1 | ||||||
|             if spawn["sleep"] <= 0: |         #     if spawn["sleep"] <= 0: | ||||||
|                 spawn["sleep"] = spawn["delay"] |         #         spawn["sleep"] = spawn["delay"] | ||||||
|                 self.spawn_enemy(spawn["y"], spawn["x"], spawn["tier"]) |         #         self.spawn_enemy(spawn["y"], spawn["x"], spawn["tier"]) | ||||||
| 
 | 
 | ||||||
|     def spawn_enemy(self, y, x, tier): |     def spawn_enemy(self, y, x, tier): | ||||||
|         type = random.randint(0, len(self.Lvl_data.enemy_types[tier-1])) |         type = random.randint(0, len(self.Lvl_data.enemy_types[tier-1])) | ||||||
|          |          | ||||||
|         if (type == 0): |         if (type == 0): | ||||||
|             enemy_sprite = arcade.Sprite("./DATA/Sprites/Enemies/Tier 1/little-spider.png", self.scale_) |             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) == [] |             posible = posible and arcade.check_for_collision_with_list(enemy_sprite, self.enemies_list) == [] | ||||||
|             if posible: |             if posible: | ||||||
|                 enemy_sprite.damage = 1 |                 enemy_sprite.damage = 1 | ||||||
| @ -314,17 +387,20 @@ class MYGAME(arcade.Window): | |||||||
|         return grid |         return grid | ||||||
|      |      | ||||||
|     # Обработка нажатий |     # Обработка нажатий | ||||||
|     MOVEMENT_SPEED = 1 | 
 | ||||||
|     def check_floor(self, vector, sprite): |     def check_floor(self, vector, sprite): | ||||||
|         rotate = 90 * vector |         rotate = 90 * vector | ||||||
|         v_x = int(math.cos(math.radians(rotate))) * 32 * self.scale_ |         v_x = int(math.cos(math.radians(rotate))) * 32 * self.scale_ | ||||||
|         v_y = int(math.sin(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 = 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) == [] |         body_part = arcade.check_for_collision_with_list(new_pos, self.snake_sprite_list) | ||||||
|         posible = posible and arcade.check_for_collision_with_list(new_pos, self.enemies_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() |         new_pos.kill() | ||||||
| 
 | 
 | ||||||
|         return posible |         return posible | ||||||
| @ -332,43 +408,43 @@ class MYGAME(arcade.Window): | |||||||
|     def on_key_press(self, key, modifiers): |     def on_key_press(self, key, modifiers): | ||||||
|         """Вызывается при нажатии пользователем клавиши""" |         """Вызывается при нажатии пользователем клавиши""" | ||||||
|         # Get the first sprite (head) from the player list |         # Get the first sprite (head) from the player list | ||||||
|         if len(self.player_body_list) == 0: |         if len(self.snake_sprite_list) == 0: | ||||||
|             return |             return | ||||||
|          |          | ||||||
|         if key in (arcade.key.UP, arcade.key.W): |         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:    |             if self.snake_sprite_list[0].angle != 90: | ||||||
|                 self.player_move(1) |                 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): |         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:  |             if self.snake_sprite_list[0].angle != 270:  | ||||||
|                 self.player_move(3) |                 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): |         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): |             if (self.snake_sprite_list[0].angle != 360 and self.snake_sprite_list[0].angle != 0): | ||||||
|                 self.player_move(2) |                 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): |         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: |             if self.snake_sprite_list[0].angle != 180: | ||||||
|                 self.player_move(0) |                 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): |     def on_draw(self): | ||||||
|         self.update() |  | ||||||
|         # Очищаем экран перед каждой отрисовкой |         # Очищаем экран перед каждой отрисовкой | ||||||
|         self.clear() |         self.clear() | ||||||
|         # Отрисовываем все спрайты |         # Отрисовываем все спрайты | ||||||
|         self.floor_list.draw() |         self.floor_list.draw() | ||||||
|         self.tecnical_list.draw() |         # self.tecnical_list.draw() | ||||||
|         self.food_list.draw() |         self.food_list.draw() | ||||||
|         self.enemies_list.draw() |         # self.enemies_list.draw() | ||||||
|         self.player_body_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): | def print_spawn(who, x, y): | ||||||
|  | |||||||
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		Reference in New Issue
	
	Block a user