add: Snake right movement #5
Binary file not shown.
Binary file not shown.
Before Width: | Height: | Size: 371 B After Width: | Height: | Size: 308 B |
Binary file not shown.
Binary file not shown.
Before Width: | Height: | Size: 329 B After Width: | Height: | Size: 305 B |
Binary file not shown.
Before Width: | Height: | Size: 315 B After Width: | Height: | Size: 222 B |
145
main.py
145
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"""
|
||||
|
Loading…
Reference in New Issue
Block a user