Terekhov_PROJECT/main.py
2025-05-15 02:06:11 +03:00

401 lines
16 KiB
Python

import arcade
import json
import math
import random
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
# def calculate_coeff(self, degr):
# return math.cos(math.radians(degr)) + math.sin(math.radians(degr))
# def convert_rot_to_body(self, deg0, deg1 ):
# # deg1 - угол ближайшей к голове части
# # deg0 - угол переходной части (он особый)
# deg0 = deg0 % 360
# deg1 = deg1 % 360
# if (deg0 == 180 and deg1 == 270) or (deg0 == 270 and deg1 == 90):
# return 180
# if (deg0 == 90 and deg1 == 270) or (deg0 == 0 and deg1 == 90):
# return 0
# if ((deg0 == 90) and deg1 == 180) or (deg0 == 180 and deg1 == 0):
# return 90
# 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 Level_data():
def __init__(self, level_data_json = []):
if level_data_json:
self.fill_grid(level_data_json)
def fill_grid(self, level_data_json):
self.name = level_data_json["name"]
self.floor = level_data_json["floor"]
self.size = level_data_json["size"]
self.enemy_types = level_data_json["enemy_types"]
self.enemy_spawns = level_data_json["enemy_spawns"]
self.start_point = level_data_json["start_point"]
class MYGAME(arcade.Window):
def __init__(self, width, height):
super().__init__(width, height)
arcade.set_background_color(arcade.color.AMAZON)
def setup(self, level_name):
print(f"Upload level: {level_name}")
with open(f'./DATA/Levels/{level_name}/data.json', 'r') as file:
self.Lvl_data = Level_data(json.load(file))
if self.Lvl_data.name :
print(f"{self.Lvl_data.name} loaded")
else:
print("Error to load level")
self.player_body_list = arcade.SpriteList()
self.floor_list = arcade.SpriteList()
self.enemies_list = arcade.SpriteList()
self.enemy_spawn = arcade.SpriteList()
self.tecnical_list = arcade.SpriteList()
grid = fill_empty_grid()
self.floor_grid = self.arr2grid(self.Lvl_data.floor, grid)
self.print_grid(self.floor_grid)
# food
self.food_list = arcade.SpriteList()
self.food_sleep = 200
self.delay = 200
self.food = []
# Счет
self.score = 0
self.scale_ = 1.4
screen_center = [SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2]
self.level_start = [screen_center[0] - self.Lvl_data.size[0] * 16 * self.scale_, screen_center[1] - self.Lvl_data.size[1] * 16 * self.scale_]
# Загрузка змеи
self.player_body_list.append(arcade.Sprite(f"./DATA/Sprites/Snake/head.png", self.scale_, self.Lvl_data.start_point["x"], self.Lvl_data.start_point["y"], 0))
self.player_body_list.append(arcade.Sprite(f"./DATA/Sprites/Snake/tail.png", self.scale_, self.Lvl_data.start_point["x"]-1, self.Lvl_data.start_point["y"], 0))
self.player_body_list[0].type = "head"
self.player_body_list[1].type = "tail"
for body in self.player_body_list:
body.healf = 3
body.center_x = self.level_start[0] - 16 + ( body.center_x ) * 32 * self.scale_
body.center_y = self.level_start[1] - 16 + ( body.center_y ) * 32 * self.scale_
# Загрузка пола
for floor in self.Lvl_data.floor:
floor_sprite = arcade.Sprite(floor["sprite"], self.scale_)
floor_sprite.center_x = self.level_start[0] - 16 + ( floor["x"] ) * 32 * self.scale_
floor_sprite.center_y = self.level_start[1] - 16 + ( floor["y"] ) * 32 * self.scale_
self.floor_list.append(floor_sprite)
def calculate_rot(self, degr1, degr2):
# 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 spawn_food(self):
spawn = False
while spawn == False:
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.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) == []:
self.food_list.append(food_sprite)
spawn = True
else:
food_sprite.kill()
def find_way(self, enemy):
if enemy.detect == 0:
vector = 0
while vector != 360 and self.check_floor(vector, enemy) == 0:
vector += 90
if vector == 360:
enemy.angle = random.randint(0, 3) * 90
else:
enemy.angle = 360 - vector
def enemy_move(self, 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_y = int(math.sin(math.radians(360 - enemy.angle))) * 32 * self.scale_ + enemy.center_y
def check_detect(self, enemy):
pass
def update(self):
# 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)
if list != []:
self.food_list.remove(list[0])
self.score += 1
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
# 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"])
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 = posible and arcade.check_for_collision_with_list(enemy_sprite, self.enemies_list) == []
if posible:
enemy_sprite.damage = 1
enemy_sprite.healf = 1
enemy_sprite.toxic = 0
enemy_sprite.detect = 0
enemy_sprite.sleep = 200
enemy_sprite.delay = 200
enemy_sprite.hear_radius = 1 * 32 * self.scale_
enemy_sprite.angle = 90
enemy_sprite.center_x = self.level_start[0] - 16 + ( x ) * 32 * self.scale_
enemy_sprite.center_y = self.level_start[1] - 16 + ( y ) * 32 * self.scale_
self.enemies_list.append(enemy_sprite)
else:
enemy_sprite.kill()
# print_spawn("tier: " + str(type), x, y)
def print_grid(self, grid):
x = 0
y = 14
print_ = ''
while y >= 0:
while x < 15:
print_ += " " if grid[y][x] == 0 else "1 "
x += 1
print(print_)
print_ = ''
y -= 1
x = 0
def arr2grid(self, arr, grid):
for point in arr:
grid[point["y"]][point["x"]] = 1
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 )
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) == []
new_pos.kill()
return posible
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:
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)
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)
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)
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)
# 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.food_list.draw()
self.enemies_list.draw()
self.player_body_list.draw()
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()