update: all
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main.py
446
main.py
@ -2,37 +2,12 @@ import arcade
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import json
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import json
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import math
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import math
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import random
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import random
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import pyglet
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from pyglet.display.base import Screen, ScreenMode
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from fill_level import filler
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from fill_level import filler
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SCREEN_WIDTH = 800
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SCREEN_WIDTH = 1280
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SCREEN_HEIGHT = 600
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SCREEN_HEIGHT = 720
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# class food():
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# def __init__(self, x, y, healf = 1):
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# self.x = x
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# self.y = y
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# self.healf = healf
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# class body():
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# def __init__(self, x, y, rotate, type):
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# self.x = x
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# self.y = y
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# self.rotate = rotate
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# self.type = type
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# class SNAKE():
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# def __init__(self, star_point_x, star_point_y, start_rotate = 0):
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# self.tail_rot = 0
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# self.body = [
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# body(star_point_x, star_point_y, start_rotate, "head"),
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# body(star_point_x - 1, star_point_y, start_rotate, "tail")
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# ]
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# def check_contact(self,x,y):
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# cont = 0
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# for body in self.body:
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# if body.x == x and body.y == y:
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# cont = 1
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# return cont
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# def calculate_coeff(self, degr):
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# def calculate_coeff(self, degr):
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# return math.cos(math.radians(degr)) + math.sin(math.radians(degr))
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# return math.cos(math.radians(degr)) + math.sin(math.radians(degr))
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@ -50,79 +25,39 @@ SCREEN_HEIGHT = 600
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# if (deg0 == 0 and deg1 == 180) or (deg0 == 270 and deg1 == 0):
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# if (deg0 == 0 and deg1 == 180) or (deg0 == 270 and deg1 == 0):
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# return 270
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# return 270
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# return 0
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# return 0
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# def convert_rot_to_tail(self, deg0, deg2):
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class Level_data():
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class food():
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def __init__(self, level_data_json = []):
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def __init__(self, x, y, healf = 1):
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if level_data_json:
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self.x = x
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self.fill_grid(level_data_json)
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self.y = y
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self.healf = healf
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def fill_grid(self, level_data_json):
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class body():
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self.name = level_data_json["name"]
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def __init__(self, x, y, rotate, type, health = 3):
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self.floor = level_data_json["floor"]
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self.x = x
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self.size = level_data_json["size"]
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self.y = y
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self.enemy_types = level_data_json["enemy_types"]
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self.rotate = rotate
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self.enemy_spawns = level_data_json["enemy_spawns"]
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self.type = type
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self.start_point = level_data_json["start_point"]
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self.health = health
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class MYGAME(arcade.Window):
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class SNAKE():
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def __init__(self, star_point_x, star_point_y, start_rotate = 0):
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self.tail_rot = 0
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self.body = [
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body(star_point_x, star_point_y, start_rotate, "head"),
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body(star_point_x - 1, star_point_y, start_rotate, "tail")
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]
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def check_contact(self,x,y):
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cont = 0
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for body in self.body:
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if body.x == x and body.y == y:
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cont = 1
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return cont
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def __init__(self, width, height):
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def get_damage(self, index):
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super().__init__(width, height)
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self.body[index].health -= 1
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arcade.set_background_color(arcade.color.AMAZON)
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if self.body[index].health == 0:
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del self.body[index:len(self.body)]
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def setup(self, level_name):
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print(f"Upload level: {level_name}")
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with open(f'./DATA/Levels/{level_name}/data.json', 'r') as file:
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self.Lvl_data = Level_data(json.load(file))
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if self.Lvl_data.name :
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print(f"{self.Lvl_data.name} loaded")
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else:
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print("Error to load level")
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self.player_body_list = arcade.SpriteList()
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self.floor_list = arcade.SpriteList()
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self.enemies_list = arcade.SpriteList()
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self.enemy_spawn = arcade.SpriteList()
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self.tecnical_list = arcade.SpriteList()
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grid = fill_empty_grid()
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self.floor_grid = self.arr2grid(self.Lvl_data.floor, grid)
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self.print_grid(self.floor_grid)
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# food
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self.food_list = arcade.SpriteList()
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self.food_sleep = 200
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self.delay = 200
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self.food = []
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# Счет
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self.score = 0
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self.scale_ = 1.4
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screen_center = [SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2]
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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_]
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# Загрузка змеи
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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))
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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))
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self.player_body_list[0].type = "head"
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self.player_body_list[1].type = "tail"
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for body in self.player_body_list:
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body.healf = 3
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body.center_x = self.level_start[0] - 16 + ( body.center_x ) * 32 * self.scale_
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body.center_y = self.level_start[1] - 16 + ( body.center_y ) * 32 * self.scale_
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# Загрузка пола
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for floor in self.Lvl_data.floor:
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floor_sprite = arcade.Sprite(floor["sprite"], self.scale_)
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floor_sprite.center_x = self.level_start[0] - 16 + ( floor["x"] ) * 32 * self.scale_
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floor_sprite.center_y = self.level_start[1] - 16 + ( floor["y"] ) * 32 * self.scale_
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self.floor_list.append(floor_sprite)
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def calculate_rot(self, degr1, degr2):
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def calculate_rot(self, degr1, degr2):
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@ -140,73 +75,201 @@ class MYGAME(arcade.Window):
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return 270
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return 270
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return 90
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return 90
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def calc_tail_rotate(self):
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def calc_tail_rotate(self):
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tail = self.player_body_list[len(self.player_body_list)-1]
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tail = self.body[len(self.body)-1]
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pre_last = self.player_body_list[len(self.player_body_list)-2]
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pre_last = self.body[len(self.body)-2]
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grad = 0
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grad = 0
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pos_x = tail.center_x
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pos_x = tail.x
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pos_y = tail.center_y
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pos_y = tail.y
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while not((pre_last.center_x == pos_x) and (pre_last.center_y == pos_y)):
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while not((pre_last.x == pos_x) and (pre_last.y == pos_y)):
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pos_x = tail.center_x + int(math.cos(math.radians(grad))) * 32 * self.scale_
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pos_x = tail.x + int(math.cos(math.radians(grad)))
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pos_y = tail.center_y + int(math.sin(math.radians(grad))) * 32 * self.scale_
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pos_y = tail.y + int(math.sin(math.radians(grad)))
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grad += 90
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grad += 90
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return grad - 90
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return grad - 90
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def update_sprite(self, type):
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return f"./DATA/Sprites/Snake/{type}.png"
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def player_move(self, vector):
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def player_move(self, vector):
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i = len(self.player_body_list)-1
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i = len(self.body)-1
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self.tail_rot = self.player_body_list[i].angle
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self.tail_rot = self.body[i].rotate
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while i > 0:
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while i > 0:
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self.player_body_list[i].center_x = self.player_body_list[i-1].center_x
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self.body[i].x = self.body[i-1].x
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self.player_body_list[i].center_y = self.player_body_list[i-1].center_y
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self.body[i].y = self.body[i-1].y
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self.player_body_list[i].angle = self.player_body_list[i-1].angle
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self.body[i].rotate = self.body[i-1].rotate
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self.player_body_list[i].type = self.player_body_list[i-1].type
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self.body[i].type = self.body[i-1].type
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self.player_body_list[i].texture = self.player_body_list[i-1].texture
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i -= 1
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i -= 1
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self.player_body_list[0].angle = vector * 90
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self.body[0].rotate = vector * 90
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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
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self.body[0].x = int(math.cos(math.radians(self.body[0].rotate))) + self.body[0].x
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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
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self.body[0].y = int(math.sin(math.radians(self.body[0].rotate))) + self.body[0].y
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self.player_body_list[0].angle = 360 - self.player_body_list[0].angle
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self.body[0].rotate = 360 - self.body[0].rotate
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if self.player_body_list[0].angle != self.player_body_list[1].angle:
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self.player_body_list[1].type = "body-rotate"
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if self.body[0].rotate != self.body[1].rotate:
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self.player_body_list[1].angle = 360 - self.calculate_rot(360 - self.player_body_list[0].angle, 360 - self.player_body_list[1].angle)
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self.body[1].type = "body-rotate"
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self.body[1].rotate = 360 - self.calculate_rot(360 - self.body[0].rotate, 360 - self.body[1].rotate)
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else:
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else:
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self.player_body_list[1].type = "body"
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self.body[1].type = "body"
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self.player_body_list[1].texture = arcade.load_texture(self.update_sprite(self.player_body_list[1].type))
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self.body[ len(self.body) - 1 ].type = "tail"
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self.body[ len(self.body) - 1 ].rotate = 360 - self.calc_tail_rotate()
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self.player_body_list[ len(self.player_body_list) - 1 ].type = "tail"
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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 ))
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self.player_body_list[ len(self.player_body_list) - 1 ].angle = 360 - self.calc_tail_rotate()
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def add_body(self):
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def add_body(self):
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last_body = self.player_body_list[len(self.player_body_list)-1]
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last_body = self.body[len(self.body)-1]
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new_body = arcade.Sprite(self.update_sprite( "tail" ), self.scale_,last_body.center_x, last_body.center_y, self.tail_rot)
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new_body = body(last_body.x, last_body.y, self.tail_rot, "tail")
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v_x = int(math.cos(math.radians(360 - self.tail_rot))) * 32 * self.scale_
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v_x = int(math.cos(math.radians(360 - self.tail_rot)))
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v_y = int(math.sin(math.radians(360 - self.tail_rot))) * 32 * self.scale_
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v_y = int(math.sin(math.radians(360 - self.tail_rot)))
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new_body.center_x = last_body.center_x - v_x
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new_body.x = last_body.x - v_x
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new_body.center_y = last_body.center_y - v_y
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new_body.y = last_body.y - v_y
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l = len(self.player_body_list) - 1
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l = len(self.body) - 1
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if 360 - self.player_body_list[l].angle != 360 - self.tail_rot:
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if 360 - self.body[l].rotate != 360 - self.tail_rot:
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self.player_body_list[l].type = "body-rotate"
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self.body[l].type = "body-rotate"
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self.player_body_list[l].angle = 360 - self.calculate_rot(360 - self.player_body_list[l].angle, 360 - self.tail_rot)
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self.body[l].rotate = 360 - self.calculate_rot(360 - self.body[l].rotate, 360 - self.tail_rot)
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else:
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else:
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self.player_body_list[l].type = "body"
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self.body[l].type = "body"
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self.player_body_list[l].texture = arcade.load_texture(self.update_sprite(self.player_body_list[l].type))
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self.body.append(new_body)
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self.player_body_list.append(new_body)
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class Level_data():
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def __init__(self, level_data_json = []):
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if level_data_json:
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self.fill_grid(level_data_json)
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def fill_grid(self, level_data_json):
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self.name = level_data_json["name"]
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self.floor = level_data_json["floor"]
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self.size = level_data_json["size"]
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self.enemy_types = level_data_json["enemy_types"]
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self.enemy_spawns = level_data_json["enemy_spawns"]
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self.start_point = level_data_json["start_point"]
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class MYGAME(arcade.Window):
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def __init__(
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self,
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width: int = 1280,
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height: int = 720,
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title: str | None = "Snake",
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fullscreen: bool = False,
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resizable: bool = False,
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update_rate: float = 1 / 60,
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antialiasing: bool = True,
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gl_version: tuple[int, int] = (3, 3),
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screen: Screen | None = None,
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style: str | None = pyglet.window.Window.WINDOW_STYLE_DEFAULT,
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visible: bool = True,
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vsync: bool = False,
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gc_mode: str = "context_gc",
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center_window: bool = True,
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samples: int = 4,
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enable_polling: bool = True,
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gl_api: str = "gl",
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draw_rate: float = 1 / 60,
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fixed_rate: float = 1.0 / 60.0,
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fixed_frame_cap: int | None = None,
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):
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super().__init__(width, height)
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arcade.set_background_color(arcade.color.AMAZON)
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def setup(self, level_name):
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print(f"Upload level: {level_name}")
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with open(f'./DATA/Levels/{level_name}/data.json', 'r') as file:
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self.Lvl_data = Level_data(json.load(file))
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if self.Lvl_data.name :
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print(f"{self.Lvl_data.name} loaded")
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else:
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print("Error to load level")
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self.enemies_list = arcade.SpriteList()
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self.enemy_spawn = arcade.SpriteList()
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self.tecnical_list = arcade.SpriteList()
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# Сетка уровня
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self.floor_list = arcade.SpriteList()
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grid = fill_empty_grid()
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self.floor_grid = self.arr2grid(self.Lvl_data.floor, grid)
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self.print_grid(self.floor_grid)
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# Загрузка текстур
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self.texture_list = {
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"snake":
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{
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"head": arcade.load_texture( "./DATA/Sprites/Snake/head.png" ),
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"body": arcade.load_texture( "./DATA/Sprites/Snake/body.png" ),
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"body-rotate": arcade.load_texture( "./DATA/Sprites/Snake/body-rotate.png" ),
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"tail": arcade.load_texture( "./DATA/Sprites/Snake/tail.png" )
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},
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"food":
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{
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"healthy-food": arcade.load_texture( "./DATA/Sprites/Enemies/Tier 0/healthy_food.png" )
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},
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"floor":
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{
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"floor-gray": arcade.load_texture( "./DATA/Sprites/Floor/floor_grey.png" )
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}
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}
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# food
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self.food_list = arcade.SpriteList()
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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):
|
||||||
|
Loading…
Reference in New Issue
Block a user