diff --git a/main.py b/main.py index ad4515b..4507a60 100644 --- a/main.py +++ b/main.py @@ -33,99 +33,32 @@ class SNAKE(): if body.x == x and body.y == y: cont = 1 return cont - 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(self.tail_rot))) - v_y = int(math.sin(math.radians(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 self.body[l].rotate != self.tail_rot: - self.body[l].type = "body-rotate" - self.body[l].rotate = self.calculate_rot(self.body[l].rotate, self.tail_rot) - else: - self.body[l].type = "body" - - self.body.append(new_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 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 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): - 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 move(self, vector): - i = len(self.body)-1 - self.tail_rot = self.body[len(self.body)-1 ].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 - - if self.body[0].rotate != self.body[1].rotate: - self.body[1].type = "body-rotate" - self.body[1].rotate = self.calculate_rot(self.body[0].rotate, 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 = self.calc_tail_rotate() + @@ -162,9 +95,8 @@ class MYGAME(arcade.Window): else: print("Error to load level") - self.player_list = arcade.SpriteList() + self.player_body_list = arcade.SpriteList() self.floor_list = arcade.SpriteList() - self.enemies_list = arcade.SpriteList() self.enemy_spawn = arcade.SpriteList() @@ -180,7 +112,7 @@ class MYGAME(arcade.Window): self.food = [] # Счет self.score = 0 - self.scale_ = 1.3 + 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_] @@ -188,25 +120,104 @@ class MYGAME(arcade.Window): # Загрузка змеи for body in self.snake.body: snake_sprite = arcade.Sprite(f"./DATA/Sprites/Snake/{body.type}.png", self.scale_) + snake_sprite.type = body.type snake_sprite.angle = 0 - snake_sprite.center_x = self.level_start[0] - 16 + ( body.x + 1 ) * 32 * self.scale_ - snake_sprite.center_y = self.level_start[1] - 16 + ( body.y + 1 ) * 32 * self.scale_ - self.player_list.append(snake_sprite) + snake_sprite.center_x = self.level_start[0] - 16 + ( body.x ) * 32 * self.scale_ + snake_sprite.center_y = self.level_start[1] - 16 + ( body.y ) * 32 * self.scale_ + self.player_body_list.append(snake_sprite) # 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"] + 1 ) * 32 * self.scale_ - floor_sprite.center_y = self.level_start[1] - 16 + ( floor["y"] + 1 ) * 32 * 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) - # Загрузка врагов - # if "enemies" in self.level_data: - # for enemy in self.level_data["enemies"]: - # enemy_sprite = arcade.Sprite(enemy["sprite"], 1) - # enemy_sprite.center_x = self.level_start[0] - 16 + ( enemy["x"] + 1 ) * 32 * self.scale_ - # enemy_sprite.center_y = self.level_start[0] - 16 + ( enemy["y"] + 1 ) * 32 * self.scale_ - # self.enemies_list.append(enemy_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: @@ -216,34 +227,25 @@ class MYGAME(arcade.Window): self.food.append(food(x,y)) food_sprite = arcade.Sprite(f"./DATA/Sprites/Enemies/Tier 0/healthy_food.png", self.scale_) food_sprite.angle = 0 - food_sprite.center_x = self.level_start[0] - 16 + ( x + 1 ) * 32 * self.scale_ - food_sprite.center_y = self.level_start[1] - 16 + ( y + 1 ) * 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_ self.food_list.append(food_sprite) spawn = True - + def update(self): - if len(self.snake.body) > 0: - i = 0 - while i < len(self.snake.body): - self.player_list[i] = arcade.Sprite(f"./DATA/Sprites/Snake/{self.snake.body[i].type}.png", self.scale_) - self.player_list[i].angle = 360 - self.snake.body[i].rotate - self.player_list[i].center_x = self.level_start[0] - 16 + ( self.snake.body[i].x + 1 ) * 32 * self.scale_ - self.player_list[i].center_y = self.level_start[1] - 16 + ( self.snake.body[i].y + 1 ) * 32 * self.scale_ - i = i + 1 # Food self.food_sleep -= 1 if self.food_sleep <= 0: self.spawn_food() self.food_sleep = self.delay - i = 0 - while i < len(self.food_list): - if self.snake.check_contact(self.food[i].x, self.food[i].y): - self.food_list[i].kill() - self.food.pop(i) - self.score += 1 - self.snake.add_body() - self.player_list.append(arcade.Sprite()) - i += 1 + + 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_spawn for spawn in self.Lvl_data.enemy_spawns[0]: spawn["sleep"] -= 1 @@ -277,33 +279,47 @@ class MYGAME(arcade.Window): # Обработка нажатий MOVEMENT_SPEED = 1 + def check_floor(self, vector): + 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/floor_grey.png", self.scale_, self.player_body_list[0].center_x + v_x, self.player_body_list[0].center_y + v_y ) + posible = arcade.check_for_collision_with_list(new_pos, self.floor_list) != [] + + new_pos.kill() + print("1 " + str(posible)) + 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_list) > 0: - - if key in (arcade.key.UP, arcade.key.W): - if self.floor_grid[self.snake.body[0].y + 1][self.snake.body[0].x] == 1 and self.snake.body[0].rotate != 270 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y+1)): - self.snake.move(1) + if len(self.player_body_list) == 0: + return + + if key in (arcade.key.UP, arcade.key.W): + if self.check_floor(1) and self.player_body_list[0].angle != 90 and arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list ) == []: + self.player_move(1) - elif key in (arcade.key.DOWN, arcade.key.S): - if self.floor_grid[self.snake.body[0].y - 1][self.snake.body[0].x] == 1 and self.snake.body[0].rotate != 90 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y-1)): - self.snake.move(3) + elif key in (arcade.key.DOWN, arcade.key.S): + if self.check_floor(3) and self.player_body_list[0].angle != 270 and arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list ) == []: + self.player_move(3) - elif key in (arcade.key.LEFT, arcade.key.A): - if self.floor_grid[self.snake.body[0].y][self.snake.body[0].x - 1] == 1 and self.snake.body[0].rotate != 0 and not(self.snake.check_contact(self.snake.body[0].x - 1,self.snake.body[0].y)): - self.snake.move(2) + elif key in (arcade.key.LEFT, arcade.key.A): + if self.check_floor(2) and (self.player_body_list[0].angle != 360 and self.player_body_list[0].angle != 0) and arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list ) == []: + self.player_move(2) + else: + print("2 " + str(self.player_body_list[0].angle != 0 )) + a = arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list ) + print("3 " + str(arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list ) == []) ) - elif key in (arcade.key.RIGHT, arcade.key.D): - if self.floor_grid[self.snake.body[0].y][self.snake.body[0].x + 1] == 1 and self.snake.body[0].rotate != 180 and not(self.snake.check_contact(self.snake.body[0].x + 1,self.snake.body[0].y)): - self.snake.move(0) + elif key in (arcade.key.RIGHT, arcade.key.D): + if self.check_floor(0) and self.player_body_list[0].angle != 180 and arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list) == []: + self.player_move(0) def on_key_release(self, key, modifiers): """Вызывается, когда пользователь отпускает клавишу""" - if len(self.player_list) > 0: - self.player_sprite = self.player_list[0] + 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 @@ -317,7 +333,7 @@ class MYGAME(arcade.Window): self.floor_list.draw() self.enemies_list.draw() self.food_list.draw() - self.player_list.draw() + self.player_body_list.draw() def print_spawn(who, x, y): print(f"Spawn: {who}\nx: {x}\ny: {y}")