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 = 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") ] 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 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): 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_body_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 = 200 self.delay = 200 self.food = [] # Счет self.score = 0 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_] # 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 ) * 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"] ) * 32 * self.scale_ floor_sprite.center_y = self.level_start[1] - 16 + ( floor["y"] ) * 32 * self.scale_ self.floor_list.append(floor_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: 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 ) * 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): # Food self.food_sleep -= 1 if self.food_sleep <= 0: self.spawn_food() self.food_sleep = self.delay 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 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 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_body_list) == 0: return 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.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.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.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_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 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_body_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()