forked from stud178861/Terekhov_TASK1
		
	Merge pull request 'add: Snake right movement' (#5) from fix-paul into master
Reviewed-on: stud178861/Dungeon_Eater#5
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								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""" | ||||
|  | ||||
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