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							| @ -21,8 +21,7 @@ class body(): | |||||||
|         self.type = type |         self.type = type | ||||||
|      |      | ||||||
| class SNAKE(): | class SNAKE(): | ||||||
|     def __init__(self, star_point_x, star_point_y, start_rotate = 0): |     def __init__(self, star_point_x, star_point_y, start_rotate = 90): | ||||||
|         self.tail_rot = 0 |  | ||||||
|         self.body = [ |         self.body = [ | ||||||
|             body(star_point_x, star_point_y, start_rotate, "head"), |             body(star_point_x, star_point_y, start_rotate, "head"), | ||||||
|             body(star_point_x - 1, star_point_y, start_rotate, "tail") |             body(star_point_x - 1, star_point_y, start_rotate, "tail") | ||||||
| @ -33,102 +32,30 @@ class SNAKE(): | |||||||
|             if body.x == x and body.y == y: |             if body.x == x and body.y == y: | ||||||
|                 cont = 1 |                 cont = 1 | ||||||
|         return cont |         return cont | ||||||
|     def add_body(self): |     def add_dody(self): | ||||||
|          |         self.body[len(self.body)-1].type = "body" | ||||||
|         last_body = self.body[len(self.body)-1] |         last_body = self.body[len(self.body)-1] | ||||||
| 
 |         new_body = body(0,0, last_body.rotate, "tail") | ||||||
|         new_body = body(last_body.x,last_body.y, self.tail_rot, "tail") |         v_x = int(-math.sin(-last_body.rotate * math.pi / 180)) | ||||||
|         v_x = int(math.cos(math.radians(self.tail_rot))) |         new_body.x = -v_x + last_body.x | ||||||
|         v_y = int(math.sin(math.radians(self.tail_rot))) |         v_y = int(math.cos(-last_body.rotate * math.pi / 180)) | ||||||
| 
 |         new_body.y = -v_y + last_body.y | ||||||
|         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) |         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): |     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].rotate = vector * 90 | ||||||
|         self.body[0].x = int(math.cos(math.radians(self.body[0].rotate))) + self.body[0].x |         i = len(self.body)-1 | ||||||
|         self.body[0].y = int(math.sin(math.radians(self.body[0].rotate))) + self.body[0].y |         while i > 0: | ||||||
| 
 |             if self.body[i].type == "body" or self.body[i].type == "tail": | ||||||
|         if self.body[0].rotate != self.body[1].rotate: |                 self.body[i].x = self.body[i-1].x | ||||||
|             self.body[1].type = "body-rotate"  |                 self.body[i].y = self.body[i-1].y | ||||||
|             self.body[1].rotate = self.calculate_rot(self.body[0].rotate, self.body[1].rotate) |                 self.body[i].rotate = self.body[i-1].rotate  | ||||||
|         else: |             i = i - 1 | ||||||
|             self.body[1].type = "body" |              | ||||||
| 
 |         self.body[0].x = int(-math.sin(-self.body[0].rotate * math.pi / 180)) + self.body[0].x | ||||||
|         self.body[len(self.body)-1 ].type = "tail" |         self.body[0].y = int(math.cos(-self.body[0].rotate * math.pi / 180)) + self.body[0].y | ||||||
|         self.body[len(self.body)-1 ].rotate = self.calc_tail_rotate() |  | ||||||
| 
 |  | ||||||
|          |  | ||||||
| 
 | 
 | ||||||
|  |         # print(f"Move {vector}") | ||||||
| 
 | 
 | ||||||
| class Level_data(): | class Level_data(): | ||||||
|     def __init__(self, level_data_json = []): |     def __init__(self, level_data_json = []): | ||||||
| @ -175,8 +102,8 @@ class MYGAME(arcade.Window): | |||||||
| 
 | 
 | ||||||
|         # food |         # food | ||||||
|         self.food_list = arcade.SpriteList() |         self.food_list = arcade.SpriteList() | ||||||
|         self.food_sleep = 200 |         self.food_sleep = 300 | ||||||
|         self.delay = 200 |         self.delay = 400 | ||||||
|         self.food = [] |         self.food = [] | ||||||
|         # Счет |         # Счет | ||||||
|         self.score = 0 |         self.score = 0 | ||||||
| @ -188,7 +115,7 @@ class MYGAME(arcade.Window): | |||||||
|         # Загрузка змеи |         # Загрузка змеи | ||||||
|         for body in self.snake.body: |         for body in self.snake.body: | ||||||
|             snake_sprite = arcade.Sprite(f"./DATA/Sprites/Snake/{body.type}.png", self.scale_) |             snake_sprite = arcade.Sprite(f"./DATA/Sprites/Snake/{body.type}.png", self.scale_) | ||||||
|             snake_sprite.angle = 0 |             snake_sprite.angle = 90 | ||||||
|             snake_sprite.center_x = self.level_start[0] - 16 + ( body.x + 1 ) * 32 * self.scale_ |             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_ |             snake_sprite.center_y = self.level_start[1] - 16 + ( body.y + 1 ) * 32 * self.scale_ | ||||||
|             self.player_list.append(snake_sprite) |             self.player_list.append(snake_sprite) | ||||||
| @ -196,8 +123,8 @@ class MYGAME(arcade.Window): | |||||||
|         # Загрузка пола |         # Загрузка пола | ||||||
|         for floor in self.Lvl_data.floor: |         for floor in self.Lvl_data.floor: | ||||||
|             floor_sprite = arcade.Sprite(floor["sprite"], self.scale_) |             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_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_y = self.level_start[1] - 16 + ( floor["y"] + 1 ) * 32 * self.scale_ | ||||||
|             self.floor_list.append(floor_sprite) |             self.floor_list.append(floor_sprite) | ||||||
|          |          | ||||||
|         # Загрузка врагов |         # Загрузка врагов | ||||||
| @ -226,7 +153,7 @@ class MYGAME(arcade.Window): | |||||||
|             i = 0 |             i = 0 | ||||||
|             while i < len(self.snake.body): |             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] = 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].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_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_ |                 self.player_list[i].center_y = self.level_start[1] - 16 + ( self.snake.body[i].y + 1 ) * 32 * self.scale_ | ||||||
|                 i = i + 1 |                 i = i + 1 | ||||||
| @ -241,7 +168,7 @@ class MYGAME(arcade.Window): | |||||||
|                 self.food_list[i].kill() |                 self.food_list[i].kill() | ||||||
|                 self.food.pop(i) |                 self.food.pop(i) | ||||||
|                 self.score += 1 |                 self.score += 1 | ||||||
|                 self.snake.add_body() |                 self.snake.add_dody() | ||||||
|                 self.player_list.append(arcade.Sprite()) |                 self.player_list.append(arcade.Sprite()) | ||||||
|             i += 1 |             i += 1 | ||||||
|         # Enemy_spawn |         # Enemy_spawn | ||||||
| @ -285,20 +212,20 @@ class MYGAME(arcade.Window): | |||||||
|         if len(self.player_list) > 0: |         if len(self.player_list) > 0: | ||||||
|              |              | ||||||
|             if key in (arcade.key.UP, arcade.key.W): |             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)):    |                 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(1) |                     self.snake.move(0) | ||||||
|                  |                  | ||||||
|             elif key in (arcade.key.DOWN, arcade.key.S): |             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)):    |                 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(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) |                     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): |             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)):    |                 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(0) |                     self.snake.move(1) | ||||||
| 
 | 
 | ||||||
|     def on_key_release(self, key, modifiers): |     def on_key_release(self, key, modifiers): | ||||||
|         """Вызывается, когда пользователь отпускает клавишу""" |         """Вызывается, когда пользователь отпускает клавишу""" | ||||||
|  | |||||||
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