477 lines
18 KiB
Python
477 lines
18 KiB
Python
import arcade
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import json
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import math
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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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SCREEN_WIDTH = 1280
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SCREEN_HEIGHT = 720
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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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# def convert_rot_to_body(self, deg0, deg1 ):
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# # deg1 - угол ближайшей к голове части
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# # deg0 - угол переходной части (он особый)
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# deg0 = deg0 % 360
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# deg1 = deg1 % 360
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# if (deg0 == 180 and deg1 == 270) or (deg0 == 270 and deg1 == 90):
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# return 180
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# if (deg0 == 90 and deg1 == 270) or (deg0 == 0 and deg1 == 90):
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# return 0
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# if ((deg0 == 90) and deg1 == 180) or (deg0 == 180 and deg1 == 0):
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# return 90
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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 0
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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, health = 3):
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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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self.health = health
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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 get_damage(self, index):
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self.body[index].health -= 1
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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 calculate_rot(self, degr1, degr2):
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# deg1 - угол ближайшей к голове части
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# deg2 - угол дальней от голове части
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degr1 = degr1 % 360
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degr2 = degr2 % 360
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if (degr1 == 180 and degr2 == 270) or (degr1 == 90 and degr2 == 0):
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return 180
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if (degr1 == 0 and degr2 == 90) or (degr1 == 270 and degr2 == 180):
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return 0
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if ((degr1 == 90) and degr2 == 180) or (degr1 == 0 and degr2 == 270):
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return 90
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if (degr1 == 270 and degr2 == 0) or (degr1 == 180 and degr2 == 90):
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return 270
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return 90
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def calc_tail_rotate(self):
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tail = self.body[len(self.body)-1]
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pre_last = self.body[len(self.body)-2]
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grad = 0
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pos_x = tail.x
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pos_y = tail.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.x + int(math.cos(math.radians(grad)))
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pos_y = tail.y + int(math.sin(math.radians(grad)))
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grad += 90
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return grad - 90
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def player_move(self, vector):
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i = len(self.body)-1
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self.tail_rot = self.body[i].rotate
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while i > 0:
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self.body[i].x = self.body[i-1].x
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self.body[i].y = self.body[i-1].y
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self.body[i].rotate = self.body[i-1].rotate
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self.body[i].type = self.body[i-1].type
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i -= 1
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self.body[0].rotate = vector * 90
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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.body[0].y = int(math.sin(math.radians(self.body[0].rotate))) + self.body[0].y
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self.body[0].rotate = 360 - self.body[0].rotate
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if self.body[0].rotate != self.body[1].rotate:
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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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self.body[1].type = "body"
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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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def add_body(self):
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last_body = self.body[len(self.body)-1]
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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)))
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v_y = int(math.sin(math.radians(360 - self.tail_rot)))
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new_body.x = last_body.x - v_x
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new_body.y = last_body.y - v_y
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l = len(self.body) - 1
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if 360 - self.body[l].rotate != 360 - self.tail_rot:
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self.body[l].type = "body-rotate"
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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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self.body[l].type = "body"
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self.body.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
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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.snake_sprite_list = arcade.SpriteList()
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self.snake = SNAKE(self.Lvl_data.start_point["x"], self.Lvl_data.start_point["y"])
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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(self.texture_list["floor"]["floor-gray"], 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 update_snake_sprites(self):
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# Обновляем положениям спрайтов
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if (len(self.snake.body) == len(self.snake_sprite_list)):
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for i, body_part in enumerate(self.snake.body):
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self.snake_sprite_list[i].texture = self.texture_list[ "snake" ][ body_part.type ]
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self.snake_sprite_list[i].angle = body_part.rotate
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self.snake_sprite_list[i].center_x = self.level_start[0] - 16 + ( body_part.x ) * 32 * self.scale_
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self.snake_sprite_list[i].center_y = self.level_start[1] - 16 + ( body_part.y ) * 32 * self.scale_
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elif (len(self.snake.body) - len(self.snake_sprite_list) > 0):
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# Обновляем список спрайтов
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delta = len(self.snake.body) - len(self.snake_sprite_list)
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i = len(self.snake.body) - delta
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while i <= len(self.snake.body) - 1:
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snake_new_sprite = arcade.Sprite(self.texture_list[ "snake" ][ self.snake.body[i].type ], self.scale_)
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snake_new_sprite.angle = self.snake.body[i].rotate
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snake_new_sprite.center_x = self.level_start[0] - 16 + ( self.snake.body[i].x ) * 32 * self.scale_
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snake_new_sprite.center_y = self.level_start[1] - 16 + ( self.snake.body[i].y ) * 32 * self.scale_
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self.snake_sprite_list.append( snake_new_sprite )
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i += 1
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else:
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# Обновляем список спрайтов
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delta = len(self.snake_sprite_list) - len(self.snake.body)
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i = len(self.snake.body) - delta + 1
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while i <= len(self.snake_sprite_list) - 1:
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self.snake_sprite_list[i].kill()
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i += 1
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def spawn_food(self):
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spawn = False
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while spawn == False:
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x = random.randint(0, 14)
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y = random.randint(0, 14)
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if self.floor_grid[y][x] == 1:
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food_sprite = arcade.Sprite(self.texture_list[ "food" ][ "healthy-food" ], self.scale_)
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food_sprite.center_x = self.level_start[0] - 16 + ( x ) * 32 * self.scale_
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food_sprite.center_y = self.level_start[1] - 16 + ( y ) * 32 * self.scale_
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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) == []:
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self.food_list.append(food_sprite)
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spawn = True
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else:
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food_sprite.kill()
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def find_way(self, enemy):
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if enemy.detect == 0:
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vector = 0
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while vector != 360 and self.check_floor(vector, enemy) == 0:
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vector += 90
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if vector == 360:
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enemy.angle = random.randint(0, 3) * 90
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else:
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enemy.angle = 360 - vector
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def enemy_move(self, enemy):
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if self.check_floor(360 - enemy.angle, enemy):
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enemy.center_x = int(math.cos(math.radians(360 - enemy.angle))) * 32 * self.scale_ + enemy.center_x
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enemy.center_y = int(math.sin(math.radians(360 - enemy.angle))) * 32 * self.scale_ + enemy.center_y
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def check_detect(self, enemy):
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pass
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def on_update(self, delta_time: float):
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self.update_snake_sprites()
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# Food
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self.food_sleep -= 1
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if self.food_sleep <= 0:
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self.spawn_food()
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self.food_sleep = self.delay
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list = arcade.check_for_collision_with_list(self.snake_sprite_list[0], self.food_list)
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if list != []:
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self.food_list.remove(list[0])
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self.score += 1
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for body_part in self.snake.body:
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body_part.health = 3
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self.snake.body
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self.snake.add_body()
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self.spawn_food()
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# Enemy
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# for enemy in self.enemies_list:
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# enemy.sleep -= 1
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# self.check_detect(enemy)
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# if (enemy.sleep == enemy.delay / 2 ):
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# self.find_way(enemy)
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# elif (enemy.sleep == 0 ):
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# self.enemy_move(enemy)
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# enemy.sleep = enemy.delay
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# Enemy_spawn
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# for spawn in self.Lvl_data.enemy_spawns[0]:
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# spawn["sleep"] -= 1
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# if spawn["sleep"] <= 0:
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# spawn["sleep"] = spawn["delay"]
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# self.spawn_enemy(spawn["y"], spawn["x"], spawn["tier"])
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def spawn_enemy(self, y, x, tier):
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type = random.randint(0, len(self.Lvl_data.enemy_types[tier-1]))
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if (type == 0):
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enemy_sprite = arcade.Sprite("./DATA/Sprites/Enemies/Tier 1/little-spider.png", self.scale_)
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posible = arcade.check_for_collision_with_list(enemy_sprite, self.snake_sprite_list) == []
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posible = posible and arcade.check_for_collision_with_list(enemy_sprite, self.enemies_list) == []
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if posible:
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enemy_sprite.damage = 1
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enemy_sprite.healf = 1
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enemy_sprite.toxic = 0
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enemy_sprite.detect = 0
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enemy_sprite.sleep = 200
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enemy_sprite.delay = 200
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enemy_sprite.hear_radius = 1 * 32 * self.scale_
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enemy_sprite.angle = 90
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enemy_sprite.center_x = self.level_start[0] - 16 + ( x ) * 32 * self.scale_
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enemy_sprite.center_y = self.level_start[1] - 16 + ( y ) * 32 * self.scale_
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self.enemies_list.append(enemy_sprite)
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else:
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enemy_sprite.kill()
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# print_spawn("tier: " + str(type), x, y)
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def print_grid(self, grid):
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x = 0
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y = 14
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print_ = ''
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while y >= 0:
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while x < 15:
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print_ += " " if grid[y][x] == 0 else "1 "
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x += 1
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print(print_)
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print_ = ''
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y -= 1
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x = 0
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def arr2grid(self, arr, grid):
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for point in arr:
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grid[point["y"]][point["x"]] = 1
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return grid
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# Обработка нажатий
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def check_floor(self, vector, sprite):
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rotate = 90 * vector
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v_x = int(math.cos(math.radians(rotate))) * 32 * self.scale_
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v_y = int(math.sin(math.radians(rotate))) * 32 * self.scale_
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new_pos = arcade.Sprite( self.texture_list["floor"]["floor-gray"], self.scale_, sprite.center_x + v_x, sprite.center_y + v_y )
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posible = arcade.check_for_collision_with_list(new_pos, self.floor_list) != []
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body_part = arcade.check_for_collision_with_list(new_pos, self.snake_sprite_list)
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if ( body_part != [] and body_part[0] != self.snake_sprite_list[0]):
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self.snake.get_damage(self.snake_sprite_list.index(body_part[0]))
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posible = False
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# posible = posible and arcade.check_for_collision_with_list(new_pos, self.enemies_list) == []
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new_pos.kill()
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return posible
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def on_key_press(self, key, modifiers):
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"""Вызывается при нажатии пользователем клавиши"""
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# Get the first sprite (head) from the player list
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if len(self.snake_sprite_list) == 0:
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return
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if key in (arcade.key.UP, arcade.key.W):
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if self.snake_sprite_list[0].angle != 90:
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if self.check_floor(1, self.snake_sprite_list[0]):
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self.snake.player_move(1)
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self.update_snake_sprites()
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elif key in (arcade.key.DOWN, arcade.key.S):
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if self.snake_sprite_list[0].angle != 270:
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if self.check_floor(3, self.snake_sprite_list[0]):
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self.snake.player_move(3)
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self.update_snake_sprites()
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elif key in (arcade.key.LEFT, arcade.key.A):
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if (self.snake_sprite_list[0].angle != 360 and self.snake_sprite_list[0].angle != 0):
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if self.check_floor(2, self.snake_sprite_list[0]):
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self.snake.player_move(2)
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self.update_snake_sprites()
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elif key in (arcade.key.RIGHT, arcade.key.D):
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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_draw(self):
|
|
# Очищаем экран перед каждой отрисовкой
|
|
self.clear()
|
|
# Отрисовываем все спрайты
|
|
self.floor_list.draw()
|
|
# self.tecnical_list.draw()
|
|
self.food_list.draw()
|
|
# self.enemies_list.draw()
|
|
self.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):
|
|
print(f"Spawn: {who}\nx: {x}\ny: {y}")
|
|
|
|
def fill_empty_grid():
|
|
grid = []
|
|
y = 0
|
|
x = 0
|
|
while y < 15:
|
|
grid.append([])
|
|
while x < 15:
|
|
grid[y].append([x])
|
|
grid[y][x] = 0
|
|
x = x + 1
|
|
y = y + 1
|
|
x = 0
|
|
return grid
|
|
|
|
def main():
|
|
filler_ = filler("Default")
|
|
filler_.fill_level(filler_.floor_code)
|
|
filler_.export2json()
|
|
|
|
game = MYGAME(SCREEN_WIDTH, SCREEN_HEIGHT)
|
|
game.setup( "Default" )
|
|
arcade.run()
|
|
|
|
if __name__ == "__main__":
|
|
main() |