365 lines
14 KiB
Python
365 lines
14 KiB
Python
import arcade
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import json
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import math
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import random
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from fill_level import filler
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SCREEN_WIDTH = 800
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SCREEN_HEIGHT = 600
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class food():
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def __init__(self, x, y, healf = 1):
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self.x = x
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self.y = y
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self.healf = healf
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class body():
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def __init__(self, x, y, rotate, type):
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self.x = x
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self.y = y
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self.rotate = rotate
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self.type = type
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class SNAKE():
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def __init__(self, star_point_x, star_point_y, start_rotate = 0):
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self.tail_rot = 0
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self.body = [
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body(star_point_x, star_point_y, start_rotate, "head"),
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body(star_point_x - 1, star_point_y, start_rotate, "tail")
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]
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def check_contact(self,x,y):
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cont = 0
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for body in self.body:
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if body.x == x and body.y == y:
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cont = 1
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return cont
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# def calculate_coeff(self, degr):
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# return math.cos(math.radians(degr)) + math.sin(math.radians(degr))
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# def convert_rot_to_body(self, deg0, deg1 ):
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# # deg1 - угол ближайшей к голове части
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# # deg0 - угол переходной части (он особый)
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# deg0 = deg0 % 360
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# deg1 = deg1 % 360
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# if (deg0 == 180 and deg1 == 270) or (deg0 == 270 and deg1 == 90):
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# return 180
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# if (deg0 == 90 and deg1 == 270) or (deg0 == 0 and deg1 == 90):
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# return 0
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# if ((deg0 == 90) and deg1 == 180) or (deg0 == 180 and deg1 == 0):
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# return 90
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# if (deg0 == 0 and deg1 == 180) or (deg0 == 270 and deg1 == 0):
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# return 270
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# return 0
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# def convert_rot_to_tail(self, deg0, deg2):
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class Level_data():
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def __init__(self, level_data_json = []):
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if level_data_json:
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self.fill_grid(level_data_json)
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def fill_grid(self, level_data_json):
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self.name = level_data_json["name"]
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self.floor = level_data_json["floor"]
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self.size = level_data_json["size"]
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self.enemy_types = level_data_json["enemy_types"]
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self.enemy_spawns = level_data_json["enemy_spawns"]
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self.start_point = level_data_json["start_point"]
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class MYGAME(arcade.Window):
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Sprites = []
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def __init__(self, width, height):
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super().__init__(width, height)
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arcade.set_background_color(arcade.color.AMAZON)
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def setup(self, level_name):
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print(f"Upload level: {level_name}")
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with open(f'./DATA/Levels/{level_name}/data.json', 'r') as file:
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self.Lvl_data = Level_data(json.load(file))
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if self.Lvl_data.name :
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print(f"{self.Lvl_data.name} loaded")
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else:
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print("Error to load level")
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self.player_body_list = arcade.SpriteList()
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self.floor_list = arcade.SpriteList()
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self.enemies_list = arcade.SpriteList()
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self.enemy_spawn = arcade.SpriteList()
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grid = fill_empty_grid()
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self.floor_grid = self.arr2grid(self.Lvl_data.floor, grid)
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self.print_grid(self.floor_grid)
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self.snake = SNAKE(self.Lvl_data.start_point["x"], self.Lvl_data.start_point["y"])
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# food
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self.food_list = arcade.SpriteList()
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self.food_sleep = 200
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self.delay = 200
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self.food = []
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# Счет
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self.score = 0
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self.scale_ = 1.4
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screen_center = [SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2]
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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_]
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# Загрузка змеи
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for body in self.snake.body:
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snake_sprite = arcade.Sprite(f"./DATA/Sprites/Snake/{body.type}.png", self.scale_)
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snake_sprite.type = body.type
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snake_sprite.angle = 0
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snake_sprite.center_x = self.level_start[0] - 16 + ( body.x ) * 32 * self.scale_
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snake_sprite.center_y = self.level_start[1] - 16 + ( body.y ) * 32 * self.scale_
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self.player_body_list.append(snake_sprite)
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# Загрузка пола
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for floor in self.Lvl_data.floor:
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floor_sprite = arcade.Sprite(floor["sprite"], self.scale_)
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floor_sprite.center_x = self.level_start[0] - 16 + ( floor["x"] ) * 32 * self.scale_
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floor_sprite.center_y = self.level_start[1] - 16 + ( floor["y"] ) * 32 * self.scale_
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self.floor_list.append(floor_sprite)
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def calculate_rot(self, degr1, degr2):
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# deg1 - угол ближайшей к голове части
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# deg2 - угол дальней от голове части
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degr1 = degr1 % 360
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degr2 = degr2 % 360
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if (degr1 == 180 and degr2 == 270) or (degr1 == 90 and degr2 == 0):
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return 180
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if (degr1 == 0 and degr2 == 90) or (degr1 == 270 and degr2 == 180):
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return 0
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if ((degr1 == 90) and degr2 == 180) or (degr1 == 0 and degr2 == 270):
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return 90
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if (degr1 == 270 and degr2 == 0) or (degr1 == 180 and degr2 == 90):
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return 270
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return 90
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def calc_tail_rotate(self):
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tail = self.player_body_list[len(self.player_body_list)-1]
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pre_last = self.player_body_list[len(self.player_body_list)-2]
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grad = 0
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pos_x = tail.center_x
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pos_y = tail.center_y
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while not((pre_last.center_x == pos_x) and (pre_last.center_y == pos_y)):
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pos_x = tail.center_x + int(math.cos(math.radians(grad))) * 32 * self.scale_
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pos_y = tail.center_y + int(math.sin(math.radians(grad))) * 32 * self.scale_
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grad += 90
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return grad - 90
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def update_sprite(self, type):
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return f"./DATA/Sprites/Snake/{type}.png"
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def player_move(self, vector):
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i = len(self.player_body_list)-1
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self.tail_rot = self.player_body_list[i].angle
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while i > 0:
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self.player_body_list[i].center_x = self.player_body_list[i-1].center_x
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self.player_body_list[i].center_y = self.player_body_list[i-1].center_y
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self.player_body_list[i].angle = self.player_body_list[i-1].angle
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self.player_body_list[i].type = self.player_body_list[i-1].type
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self.player_body_list[i].texture = self.player_body_list[i-1].texture
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i -= 1
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self.player_body_list[0].angle = vector * 90
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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
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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
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self.player_body_list[0].angle = 360 - self.player_body_list[0].angle
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if self.player_body_list[0].angle != self.player_body_list[1].angle:
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self.player_body_list[1].type = "body-rotate"
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self.player_body_list[1].angle = 360 - self.calculate_rot(360 - self.player_body_list[0].angle, 360 - self.player_body_list[1].angle)
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else:
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self.player_body_list[1].type = "body"
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self.player_body_list[1].texture = arcade.load_texture(self.update_sprite(self.player_body_list[1].type))
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self.player_body_list[ len(self.player_body_list) - 1 ].type = "tail"
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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 ))
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self.player_body_list[ len(self.player_body_list) - 1 ].angle = 360 - self.calc_tail_rotate()
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def add_body(self):
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last_body = self.player_body_list[len(self.player_body_list)-1]
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new_body = arcade.Sprite(self.update_sprite( "tail" ), self.scale_,last_body.center_x, last_body.center_y, self.tail_rot)
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v_x = int(math.cos(math.radians(360 - self.tail_rot))) * 32 * self.scale_
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v_y = int(math.sin(math.radians(360 - self.tail_rot))) * 32 * self.scale_
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new_body.center_x = last_body.center_x - v_x
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new_body.center_y = last_body.center_y - v_y
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l = len(self.player_body_list)-1
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if 360 - self.player_body_list[l].angle != 360 - self.tail_rot:
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self.player_body_list[l].type = "body-rotate"
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self.player_body_list[l].angle = 360 - self.calculate_rot(360 - self.player_body_list[l].angle, 360 - self.tail_rot)
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else:
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self.player_body_list[l].type = "body"
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self.player_body_list[l].texture = arcade.load_texture(self.update_sprite(self.player_body_list[l].type))
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self.player_body_list.append(new_body)
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def spawn_food(self):
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spawn = False
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while spawn == False:
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x = random.randint(0, 14)
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y = random.randint(0, 14)
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if self.floor_grid[y][x] == 1 and not(self.snake.check_contact(x,y)):
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self.food.append(food(x,y))
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food_sprite = arcade.Sprite(f"./DATA/Sprites/Enemies/Tier 0/healthy_food.png", self.scale_)
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food_sprite.angle = 0
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food_sprite.center_x = self.level_start[0] - 16 + ( x ) * 32 * self.scale_
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food_sprite.center_y = self.level_start[1] - 16 + ( y ) * 32 * self.scale_
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self.food_list.append(food_sprite)
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spawn = True
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def update(self):
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# Food
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self.food_sleep -= 1
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if self.food_sleep <= 0:
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self.spawn_food()
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self.food_sleep = self.delay
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list = arcade.check_for_collision_with_list(self.player_body_list[0], self.food_list)
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if list != []:
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self.food_list.remove(list[0])
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self.score += 1
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self.spawn_food()
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self.add_body()
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# Enemy_spawn
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for spawn in self.Lvl_data.enemy_spawns[0]:
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spawn["sleep"] -= 1
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if spawn["sleep"] <= 0:
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spawn["sleep"] = spawn["delay"]
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self.spawn_enemy(spawn["y"], spawn["x"], spawn["tier"])
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def spawn_enemy(self, y, x, tier):
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type = random.randint(0, len(self.Lvl_data.enemy_types[tier-1]))
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print_spawn("tier: " + str(type), x, y)
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def print_grid(self, grid):
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x = 0
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y = 14
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print_ = ''
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while y >= 0:
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while x < 15:
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print_ += " " if grid[y][x] == 0 else "1 "
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x += 1
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print(print_)
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print_ = ''
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y -= 1
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x = 0
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def arr2grid(self, arr, grid):
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for point in arr:
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grid[point["y"]][point["x"]] = 1
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return grid
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# Обработка нажатий
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MOVEMENT_SPEED = 1
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def check_floor(self, vector):
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rotate = 90 * vector
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v_x = int(math.cos(math.radians(rotate))) * 32 * self.scale_
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v_y = int(math.sin(math.radians(rotate))) * 32 * self.scale_
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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 )
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posible = arcade.check_for_collision_with_list(new_pos, self.floor_list) != []
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new_pos.kill()
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print("1 " + str(posible))
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return posible
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def on_key_press(self, key, modifiers):
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"""Вызывается при нажатии пользователем клавиши"""
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# Get the first sprite (head) from the player list
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if len(self.player_body_list) == 0:
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return
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if key in (arcade.key.UP, arcade.key.W):
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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 ) == []:
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self.player_move(1)
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elif key in (arcade.key.DOWN, arcade.key.S):
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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 ) == []:
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self.player_move(3)
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elif key in (arcade.key.LEFT, arcade.key.A):
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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 ) == []:
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self.player_move(2)
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else:
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print("2 " + str(self.player_body_list[0].angle != 0 ))
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a = arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list )
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print("3 " + str(arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list ) == []) )
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elif key in (arcade.key.RIGHT, arcade.key.D):
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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) == []:
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self.player_move(0)
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def on_key_release(self, key, modifiers):
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"""Вызывается, когда пользователь отпускает клавишу"""
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if len(self.player_body_list) > 0:
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self.player_sprite = self.player_body_list[0]
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if key in (arcade.key.UP, arcade.key.DOWN, arcade.key.W, arcade.key.S):
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self.player_sprite.change_y = 0
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elif key in (arcade.key.LEFT, arcade.key.RIGHT, arcade.key.A, arcade.key.D):
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self.player_sprite.change_x = 0
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def on_draw(self):
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self.update()
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# Очищаем экран перед каждой отрисовкой
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self.clear()
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# Отрисовываем все спрайты
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self.floor_list.draw()
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self.enemies_list.draw()
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self.food_list.draw()
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self.player_body_list.draw()
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def print_spawn(who, x, y):
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print(f"Spawn: {who}\nx: {x}\ny: {y}")
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def fill_empty_grid():
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grid = []
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y = 0
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x = 0
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while y < 15:
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grid.append([])
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while x < 15:
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grid[y].append([x])
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grid[y][x] = 0
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x = x + 1
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y = y + 1
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x = 0
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return grid
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def main():
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filler_ = filler("Default")
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filler_.fill_level(filler_.floor_code)
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filler_.export2json()
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game = MYGAME(SCREEN_WIDTH, SCREEN_HEIGHT)
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game.setup( "Default" )
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arcade.run()
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if __name__ == "__main__":
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main() |