import pygame as pg import enum import ctypes import ast from settings import * from maze import * class Player(pg.sprite.Sprite): def __init__(self, game, x, y, direction = 'Right'): self.groups = game.all_sprites pg.sprite.Sprite.__init__(self, self.groups) self.game = game #self.image = pg.Surface((TILESIZE, TILESIZE)) self.image = pg.image.load('images/robot.bmp') self.baseImage = pg.image.load('images/robot.bmp') #self.image.fill(YELLOW) self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE)) self.baseImage = pg.transform.scale(self.image, (TILESIZE, TILESIZE)) self.rect = self.image.get_rect() self.x = x self.y = y self.direction = direction self.maze = Maze() self.moves = '' def set_direction(self, direction): self.direction = direction def move(self, dx=0, dy=0, move = ''): if move == Moves.Right.name: if self.direction == Direction.Right.name: self.direction = Direction.Down.name elif self.direction == Direction.Down.name: self.direction = Direction.Left.name elif self.direction == Direction.Left.name: self.direction = Direction.Up.name elif self.direction == Direction.Up.name: self.direction = Direction.Right.name elif move == Moves.Left.name: if self.direction == Direction.Right.name: self.direction = Direction.Up.name elif self.direction == Direction.Down.name: self.direction = Direction.Right.name elif self.direction == Direction.Left.name: self.direction = Direction.Down.name elif self.direction == Direction.Up.name: self.direction = Direction.Left.name elif move == Moves.Forward.name: if self.direction == Direction.Right.name: if self.check_border(1): if not self.collide_with_walls(1): if self.collide_with_mines(1): #ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1) print("Mine Ahead!") self.x += 1 else: self.x += 1 if self.direction == Direction.Up.name: if self.check_border(0, -1): if not self.collide_with_walls(0, -1): if self.collide_with_mines(0, -1): #ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1) print("Mine Ahead!") self.y += -1 else: self.y += -1 if self.direction == Direction.Down.name: if self.check_border(0, 1): if not self.collide_with_walls(0, 1): if self.collide_with_mines(0, 1): #ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1) print("Mine Ahead!") self.y += 1 else: self.y += 1 if self.direction == Direction.Left.name: if self.check_border(-1): if not self.collide_with_walls(-1): if self.collide_with_mines(-1): #ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1) print("Mine Ahead!") self.x += -1 else: self.x += -1 print("I move: " + str(self.direction)) print("My direction is: " + str(self.direction)) def check_border(self, dx=0, dy=0): if (self.x + dx) < 0 or (self.y + dy) < 0 or (self.x + dx) >= MAP_SIZE or (self.y + dy) >= MAP_SIZE : return False else: return True def collide_with_mines(self, dx=0, dy=0): for mine in self.game.mines: if mine.x == self.x + dx and mine.y == self.y + dy: return True return False def collide_with_walls(self, dx=0, dy=0): for wall in self.game.walls: if wall.x == self.x + dx and wall.y == self.y + dy: return True return False """ right = 1 left = -1 if self.self.moves[n+1] != 'R': if self.moves[n+1] == 'U': module.insert(n, 'Turn Up') if self.moves[n+1] == 'L': module.insert(n, 'Turn Left') if self.moves[n+1] == 'D': module.insert(n, 'Turn Down') """ def parse_maze_moves(self): self.moves = [char for char in self.maze.moves] if self.moves[0] != 'R': if self.moves[0] == 'D': self.moves.insert(0, 'Turn Down') if self.moves[0] == 'U': self.moves.insert(0, 'Turn Up') if self.moves[0] == 'L': self.moves.insert(0, 'Turn Left') for n, i in enumerate(self.moves): if i == 'R': self.moves[n] = 'Right' if n != len(self.moves)-1: if i != self.moves[n+1]: if self.moves[n+1] == 'D': self.moves.insert(n+1, 'Turn Down') if self.moves[n+1] == 'U': self.moves.insert(n+1, 'Turn Up') if self.moves[n+1] == 'L': self.moves.insert(n+1, 'Turn Left') else: self.move(dx=-1, direction='Right') if i == 'L': self.moves[n] = 'Left' if n != len(self.moves)-1: if i != self.moves[n+1]: if self.moves[n+1] == 'D': self.moves.insert(n+1, 'Turn Down') if self.moves[n+1] == 'U': self.moves.insert(n+1, 'Turn Up') if self.moves[n+1] == 'R': self.moves.insert(n+1, 'Turn Right') if i == 'D': self.moves[n] = 'Down' if n != len(self.moves)-1: if i != self.moves[n+1]: if self.moves[n+1] == 'R': self.moves.insert(n+1, 'Turn Right') if self.moves[n+1] == 'U': self.moves.insert(n+1, 'Turn Up') if self.moves[n+1] == 'L': self.moves.insert(n+1, 'Turn Left') if i == 'U': self.moves[n] = 'Up' if n != len(self.moves)-1: if i != self.moves[n+1]: if self.moves[n+1] == 'D': self.moves.insert(n+1, 'Turn Down') if self.moves[n+1] == 'R': self.moves.insert(n+1, 'Turn Right') if self.moves[n+1] == 'L': self.moves.insert(n+1, 'Turn Left') print(self.moves) def update(self): #sleep(0.25) self.rect.x = self.x * TILESIZE self.rect.y = self.y * TILESIZE class Direction(enum.Enum): Up = 1; Left = 2; Down = 3; Right = 4; class Moves(enum.Enum): Left = 1 Right = 2 Forward = 3 class Mine(pg.sprite.Sprite): def __init__(self, game, x, y): self.groups = game.all_sprites, game.mines pg.sprite.Sprite.__init__(self, self.groups) self.game = game #self.image = pg.Surface((TILESIZE, TILESIZE)) self.image = pg.image.load('images/mine.bmp') #self.image.fill(YELLOW) self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE)) self.rect = self.image.get_rect() self.x = x self.y = y def update(self): self.rect.x = self.x * TILESIZE self.rect.y = self.y * TILESIZE class Bomb(pg.sprite.Sprite): def __init__(self, game, x, y): self.groups = game.all_sprites, game.mines pg.sprite.Sprite.__init__(self, self.groups) self.game = game #self.image = pg.Surface((TILESIZE, TILESIZE)) self.image = pg.image.load('images/bomb.bmp') #self.image.fill(YELLOW) self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE)) self.rect = self.image.get_rect() self.x = x self.y = y def update(self): self.rect.x = self.x * TILESIZE self.rect.y = self.y * TILESIZE class Grenade(pg.sprite.Sprite): def __init__(self, game, x, y): self.groups = game.all_sprites, game.mines pg.sprite.Sprite.__init__(self, self.groups) self.game = game #self.image = pg.Surface((TILESIZE, TILESIZE)) self.image = pg.image.load('images/grenade.bmp') #self.image.fill(YELLOW) self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE)) self.rect = self.image.get_rect() self.x = x self.y = y def update(self): self.rect.x = self.x * TILESIZE self.rect.y = self.y * TILESIZE class Wall(pg.sprite.Sprite): def __init__(self, game, x, y): self.groups = game.all_sprites, game.walls pg.sprite.Sprite.__init__(self, self.groups) self.game = game #self.image = pg.Surface((TILESIZE, TILESIZE)) self.image = pg.image.load('images/wall.bmp') #self.image.fill(YELLOW) self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE)) self.rect = self.image.get_rect() self.x = x self.y = y def update(self): self.rect.x = self.x * TILESIZE self.rect.y = self.y * TILESIZE