rebuild: movement: delete fake grid

This commit is contained in:
Павел Терехов 2025-05-08 15:16:43 +03:00
parent f99fe6e27c
commit 7d6c3852f1

284
main.py
View File

@ -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
# def calculate_coeff(self, degr):
# return math.cos(math.radians(degr)) + math.sin(math.radians(degr))
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 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 len(self.player_body_list) == 0:
return
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 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}")