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							| @ -0,0 +1,276 @@ | ||||
| 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 = 90): | ||||
|         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 add_dody(self): | ||||
|         self.body[len(self.body)-1].type = "body" | ||||
|         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 | ||||
|         self.body.append(new_body) | ||||
| 
 | ||||
|     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 | ||||
| 
 | ||||
|         # print(f"Move {vector}") | ||||
| 
 | ||||
| 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): | ||||
|     Sprites = [] | ||||
| 
 | ||||
|     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_list = arcade.SpriteList() | ||||
|         self.floor_list = arcade.SpriteList() | ||||
|          | ||||
|         self.enemies_list = arcade.SpriteList() | ||||
|         self.enemy_spawn = arcade.SpriteList() | ||||
| 
 | ||||
|         grid = fill_empty_grid() | ||||
|         self.floor_grid = self.arr2grid(self.Lvl_data.floor, grid) | ||||
|         self.print_grid(self.floor_grid) | ||||
|         self.snake = SNAKE(self.Lvl_data.start_point["x"], self.Lvl_data.start_point["y"]) | ||||
| 
 | ||||
|         # food | ||||
|         self.food_list = arcade.SpriteList() | ||||
|         self.food_sleep = 300 | ||||
|         self.delay = 400 | ||||
|         self.food = [] | ||||
|         # Счет | ||||
|         self.score = 0 | ||||
|         self.scale_ = 1.3 | ||||
| 
 | ||||
|         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 | ||||
|         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.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) | ||||
| 
 | ||||
|         # 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_ | ||||
|             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 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 and not(self.snake.check_contact(x,y)): | ||||
|                 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_ | ||||
|                 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 = 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_dody() | ||||
|                 self.player_list.append(arcade.Sprite()) | ||||
|             i += 1 | ||||
|         # 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])) | ||||
|         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 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 != 180 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y+1)):    | ||||
|                     self.snake.move(0) | ||||
|                  | ||||
|             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)):    | ||||
|                     self.snake.move(3) | ||||
| 
 | ||||
|             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) | ||||
| 
 | ||||
|     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 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.enemies_list.draw() | ||||
|         self.food_list.draw() | ||||
|         self.player_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() | ||||
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