diff --git a/DATA/Sprites/Snake/body.aseprite b/DATA/Sprites/Snake/body.aseprite index b2d7e37..fce8482 100644 Binary files a/DATA/Sprites/Snake/body.aseprite and b/DATA/Sprites/Snake/body.aseprite differ diff --git a/DATA/Sprites/Snake/body.png b/DATA/Sprites/Snake/body.png index 0a66164..f3a53f9 100644 Binary files a/DATA/Sprites/Snake/body.png and b/DATA/Sprites/Snake/body.png differ diff --git a/DATA/Sprites/Snake/head.aseprite b/DATA/Sprites/Snake/head.aseprite index 039b8f7..482db0b 100644 Binary files a/DATA/Sprites/Snake/head.aseprite and b/DATA/Sprites/Snake/head.aseprite differ diff --git a/DATA/Sprites/Snake/head.png b/DATA/Sprites/Snake/head.png index 370d62f..30ba40a 100644 Binary files a/DATA/Sprites/Snake/head.png and b/DATA/Sprites/Snake/head.png differ diff --git a/DATA/Sprites/Snake/tail.png b/DATA/Sprites/Snake/tail.png index ec9f76b..8c21d5d 100644 Binary files a/DATA/Sprites/Snake/tail.png and b/DATA/Sprites/Snake/tail.png differ diff --git a/main.py b/main.py index d9e7cfb..ad4515b 100644 --- a/main.py +++ b/main.py @@ -21,7 +21,8 @@ class body(): self.type = type class SNAKE(): - def __init__(self, star_point_x, star_point_y, start_rotate = 90): + 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") @@ -32,30 +33,102 @@ class SNAKE(): if body.x == x and body.y == y: cont = 1 return cont - def add_dody(self): - self.body[len(self.body)-1].type = "body" + def add_body(self): + last_body = self.body[len(self.body)-1] - new_body = body(0,0, last_body.rotate, "tail") - v_x = int(-math.sin(-last_body.rotate * math.pi / 180)) - new_body.x = -v_x + last_body.x - v_y = int(math.cos(-last_body.rotate * math.pi / 180)) - new_body.y = -v_y + last_body.y + + 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 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): - self.body[0].rotate = vector * 90 - i = len(self.body)-1 - while i > 0: - if self.body[i].type == "body" or self.body[i].type == "tail": - 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 - i = i - 1 - - self.body[0].x = int(-math.sin(-self.body[0].rotate * math.pi / 180)) + self.body[0].x - self.body[0].y = int(math.cos(-self.body[0].rotate * math.pi / 180)) + self.body[0].y + 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() + + - # print(f"Move {vector}") class Level_data(): def __init__(self, level_data_json = []): @@ -102,8 +175,8 @@ class MYGAME(arcade.Window): # food self.food_list = arcade.SpriteList() - self.food_sleep = 300 - self.delay = 400 + self.food_sleep = 200 + self.delay = 200 self.food = [] # Счет self.score = 0 @@ -115,7 +188,7 @@ 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.angle = 90 + 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) @@ -123,8 +196,8 @@ class MYGAME(arcade.Window): # 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"] + 1 ) * 32 * self.scale_ + floor_sprite.center_y = self.level_start[1] - 16 + ( floor["y"] + 1 ) * 32 * self.scale_ self.floor_list.append(floor_sprite) # Загрузка врагов @@ -153,7 +226,7 @@ class MYGAME(arcade.Window): 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 = self.snake.body[i].rotate + 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 @@ -168,7 +241,7 @@ class MYGAME(arcade.Window): self.food_list[i].kill() self.food.pop(i) self.score += 1 - self.snake.add_dody() + self.snake.add_body() self.player_list.append(arcade.Sprite()) i += 1 # Enemy_spawn @@ -212,20 +285,20 @@ class MYGAME(arcade.Window): 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 != 180 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y+1)): - self.snake.move(0) + 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) 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 != 0 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y-1)): - self.snake.move(2) - - 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 != 90 and not(self.snake.check_contact(self.snake.body[0].x - 1,self.snake.body[0].y)): + 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.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.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 != 270 and not(self.snake.check_contact(self.snake.body[0].x + 1,self.snake.body[0].y)): - self.snake.move(1) + 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) def on_key_release(self, key, modifiers): """Вызывается, когда пользователь отпускает клавишу"""