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							| @ -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): | ||||
|  | ||||
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	Block a user