520efb84ea
Co-authored-by: Sebastian Piotrowski <sebpio@st.amu.edu.pl> Co-authored-by: Marcin Matoga <marmat35@st.amu.edu.pl> Co-authored-by: Ladislaus3III <Ladislaus3III@users.noreply.github.com>
290 lines
10 KiB
Python
290 lines
10 KiB
Python
import pygame as pg
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import enum
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import ctypes
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import ast
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from settings import *
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from maze import *
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class Player(pg.sprite.Sprite):
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def __init__(self, game, x, y, direction = 'Right'):
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self.groups = game.all_sprites
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pg.sprite.Sprite.__init__(self, self.groups)
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self.game = game
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#self.image = pg.Surface((TILESIZE, TILESIZE))
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self.image = pg.image.load('images/robot2.bmp')
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self.baseImage = pg.image.load('images/robot2.bmp')
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#self.image.fill(YELLOW)
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self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE))
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self.baseImage = pg.transform.scale(self.image, (TILESIZE, TILESIZE))
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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self.direction = direction
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self.maze = Maze()
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self.moves = ''
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def set_direction(self, direction):
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self.direction = direction
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def move(self, dx=0, dy=0, move = ''):
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if move == Moves.Right.name:
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if self.direction == Direction.Right.name:
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self.direction = Direction.Down.name
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elif self.direction == Direction.Down.name:
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self.direction = Direction.Left.name
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elif self.direction == Direction.Left.name:
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self.direction = Direction.Up.name
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elif self.direction == Direction.Up.name:
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self.direction = Direction.Right.name
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elif move == Moves.Left.name:
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if self.direction == Direction.Right.name:
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self.direction = Direction.Up.name
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elif self.direction == Direction.Down.name:
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self.direction = Direction.Right.name
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elif self.direction == Direction.Left.name:
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self.direction = Direction.Down.name
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elif self.direction == Direction.Up.name:
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self.direction = Direction.Left.name
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elif move == Moves.Forward.name:
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if self.direction == Direction.Right.name:
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if self.check_border(1):
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if not self.collide_with_walls(1):
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if self.collide_with_mines(1):
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#ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
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print("Mine Ahead!")
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self.x += 1
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else:
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self.x += 1
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if self.direction == Direction.Up.name:
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if self.check_border(0, -1):
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if not self.collide_with_walls(0, -1):
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if self.collide_with_mines(0, -1):
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#ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
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print("Mine Ahead!")
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self.y += -1
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else:
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self.y += -1
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if self.direction == Direction.Down.name:
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if self.check_border(0, 1):
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if not self.collide_with_walls(0, 1):
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if self.collide_with_mines(0, 1):
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#ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
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print("Mine Ahead!")
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self.y += 1
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else:
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self.y += 1
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if self.direction == Direction.Left.name:
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if self.check_border(-1):
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if not self.collide_with_walls(-1):
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if self.collide_with_mines(-1):
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#ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
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print("Mine Ahead!")
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self.x += -1
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else:
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self.x += -1
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print("I move: " + str(self.direction))
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print("My direction is: " + str(self.direction))
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def check_border(self, dx=0, dy=0):
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if (self.x + dx) < 0 or (self.y + dy) < 0 or (self.x + dx) >= MAP_SIZE or (self.y + dy) >= MAP_SIZE :
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return False
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else:
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return True
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def collide_with_mines(self, dx=0, dy=0):
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for mine in self.game.mines:
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if mine.x == self.x + dx and mine.y == self.y + dy:
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return True
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return False
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def collide_with_walls(self, dx=0, dy=0):
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for wall in self.game.walls:
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if wall.x == self.x + dx and wall.y == self.y + dy:
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return True
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return False
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"""
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right = 1
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left = -1
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if self.self.moves[n+1] != 'R':
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if self.moves[n+1] == 'U':
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module.insert(n, 'Turn Up')
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if self.moves[n+1] == 'L':
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module.insert(n, 'Turn Left')
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if self.moves[n+1] == 'D':
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module.insert(n, 'Turn Down')
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"""
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def parse_maze_moves(self):
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self.moves = [char for char in self.maze.moves]
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if self.moves[0] != 'R':
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if self.moves[0] == 'D':
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self.moves.insert(0, 'Turn Down')
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if self.moves[0] == 'U':
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self.moves.insert(0, 'Turn Up')
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if self.moves[0] == 'L':
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self.moves.insert(0, 'Turn Left')
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for n, i in enumerate(self.moves):
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if i == 'R':
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self.moves[n] = 'Right'
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if n != len(self.moves)-1:
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if i != self.moves[n+1]:
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if self.moves[n+1] == 'D':
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self.moves.insert(n+1, 'Turn Down')
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if self.moves[n+1] == 'U':
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self.moves.insert(n+1, 'Turn Up')
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if self.moves[n+1] == 'L':
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self.moves.insert(n+1, 'Turn Left')
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else:
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self.move(dx=-1, direction='Right')
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if i == 'L':
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self.moves[n] = 'Left'
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if n != len(self.moves)-1:
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if i != self.moves[n+1]:
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if self.moves[n+1] == 'D':
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self.moves.insert(n+1, 'Turn Down')
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if self.moves[n+1] == 'U':
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self.moves.insert(n+1, 'Turn Up')
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if self.moves[n+1] == 'R':
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self.moves.insert(n+1, 'Turn Right')
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if i == 'D':
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self.moves[n] = 'Down'
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if n != len(self.moves)-1:
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if i != self.moves[n+1]:
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if self.moves[n+1] == 'R':
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self.moves.insert(n+1, 'Turn Right')
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if self.moves[n+1] == 'U':
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self.moves.insert(n+1, 'Turn Up')
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if self.moves[n+1] == 'L':
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self.moves.insert(n+1, 'Turn Left')
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if i == 'U':
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self.moves[n] = 'Up'
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if n != len(self.moves)-1:
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if i != self.moves[n+1]:
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if self.moves[n+1] == 'D':
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self.moves.insert(n+1, 'Turn Down')
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if self.moves[n+1] == 'R':
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self.moves.insert(n+1, 'Turn Right')
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if self.moves[n+1] == 'L':
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self.moves.insert(n+1, 'Turn Left')
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print(self.moves)
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def update(self):
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#sleep(0.25)
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self.rect.x = self.x * TILESIZE
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self.rect.y = self.y * TILESIZE
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class Direction(enum.Enum):
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Up = 1;
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Left = 2;
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Down = 3;
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Right = 4;
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class Moves(enum.Enum):
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Left = 1
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Right = 2
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Forward = 3
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class Mine(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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self.groups = game.all_sprites, game.mines
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pg.sprite.Sprite.__init__(self, self.groups)
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self.game = game
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#self.image = pg.Surface((TILESIZE, TILESIZE))
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self.image = pg.image.load('images/mine.bmp')
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#self.image.fill(YELLOW)
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self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE))
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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def update(self):
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self.rect.x = self.x * TILESIZE
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self.rect.y = self.y * TILESIZE
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class Bomb(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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self.groups = game.all_sprites, game.mines
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pg.sprite.Sprite.__init__(self, self.groups)
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self.game = game
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#self.image = pg.Surface((TILESIZE, TILESIZE))
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self.image = pg.image.load('images/bomb.bmp')
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#self.image.fill(YELLOW)
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self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE))
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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def update(self):
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self.rect.x = self.x * TILESIZE
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self.rect.y = self.y * TILESIZE
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class Grenade(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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self.groups = game.all_sprites, game.mines
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pg.sprite.Sprite.__init__(self, self.groups)
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self.game = game
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#self.image = pg.Surface((TILESIZE, TILESIZE))
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self.image = pg.image.load('images/grenade.bmp')
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#self.image.fill(YELLOW)
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self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE))
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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def update(self):
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self.rect.x = self.x * TILESIZE
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self.rect.y = self.y * TILESIZE
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class Wall(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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self.groups = game.all_sprites, game.walls
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pg.sprite.Sprite.__init__(self, self.groups)
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self.game = game
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#self.image = pg.Surface((TILESIZE, TILESIZE))
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self.image = pg.image.load('images/wall.bmp')
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#self.image.fill(YELLOW)
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self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE))
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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def update(self):
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self.rect.x = self.x * TILESIZE
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self.rect.y = self.y * TILESIZE
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class Puddle(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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self.groups = game.all_sprites, game.puddles
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pg.sprite.Sprite.__init__(self, self.groups)
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self.game = game
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self.image = pg.image.load('images/puddle.bmp')
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self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE))
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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def update(self):
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self.rect.x = self.x * TILESIZE
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self.rect.y = self.y * TILESIZE
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