Merge branch 'master' into genetic_algorithm
74
assets/explosion.py
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@ -0,0 +1,74 @@
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import pygame
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import os
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from project_constants import V_TILE_SIZE, DIR_ASSETS, SCREEN
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import assets.display_assets
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class Explosion(pygame.sprite.Sprite):
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def __init__(self, coords: (int, int)):
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pygame.sprite.Sprite.__init__(self)
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self.explosion_animation = [
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pygame.transform.scale(
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pygame.image.load(os.path.join(DIR_ASSETS, "explosion_frames", "explosion-" + str(x) + ".png")),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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for x in range(11)
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]
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self.last_update = pygame.time.get_ticks()
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self.frame_rate = 100
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self.frame = 0
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self.image = self.explosion_animation[0]
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self.rect = pygame.Rect(
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assets.display_assets.calculate_screen_position(coords),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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def update(self, *args, **kwargs):
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now = pygame.time.get_ticks()
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if now - self.last_update > self.frame_rate:
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self.last_update = now
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self.frame += 1
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if self.frame == len(self.explosion_animation):
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self.kill()
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else:
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self.image = self.explosion_animation[self.frame]
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# only for explosion animation testing
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def main():
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pygame.init()
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explosions = pygame.sprite.Group()
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running = True
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while running:
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explosions.update()
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SCREEN.fill((0, 0, 0))
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explosions.draw(SCREEN)
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pygame.display.flip()
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keys = pygame.key.get_pressed()
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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elif keys[pygame.K_g]:
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explosions.add(Explosion((2, 3)))
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elif keys[pygame.K_h]:
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explosions.add(Explosion((3, 6)))
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if __name__ == '__main__':
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main()
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23
main.py
@ -3,12 +3,21 @@ import threading
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import pygame
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import pygame
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from pyglet.gl import * # for blocky textures
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from pyglet.gl import * # for blocky textures
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# other files of this project
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# other files of this project
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from game import Game
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from game import Game
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import project_constants as const
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import project_constants as const
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from assets.explosion import Explosion
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def update_graphics():
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const.EXPLOSIONS.update()
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const.EXPLOSIONS.draw(const.SCREEN)
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pygame.display.flip()
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def main():
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def main():
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pygame.init()
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pygame.init()
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pygame.display.set_caption(const.V_NAME_OF_WINDOW)
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pygame.display.set_caption(const.V_NAME_OF_WINDOW)
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@ -48,6 +57,12 @@ def main():
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# checking if game should stop running
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# checking if game should stop running
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running = not is_quit_button_pressed(events)
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running = not is_quit_button_pressed(events)
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# TODO : added for testing, remove after moving the explosion line
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keys = pygame.key.get_pressed()
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if keys[pygame.K_SPACE]:
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# TODO : move this line to where explosion is called
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const.EXPLOSIONS.add(Explosion((2, 3)))
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# drawing minefield and agent instances
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# drawing minefield and agent instances
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game.draw_minefield()
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game.draw_minefield()
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@ -58,7 +73,7 @@ def main():
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clock.tick(const.V_FPS)
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clock.tick(const.V_FPS)
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# updating window graphics
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# updating window graphics
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pygame.display.flip()
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update_graphics()
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# if ok button is clicked then leave menu section
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# if ok button is clicked then leave menu section
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in_menu = not game.button_ok.is_clicked(pygame.mouse.get_pos(), events)
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in_menu = not game.button_ok.is_clicked(pygame.mouse.get_pos(), events)
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@ -141,7 +156,7 @@ def main():
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game.set_is_active_flag_for_all_in_game_gui_components(False)
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game.set_is_active_flag_for_all_in_game_gui_components(False)
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# updating graphics
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# updating graphics
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pygame.display.flip()
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update_graphics()
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# update turn
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# update turn
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game.update_time(time)
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game.update_time(time)
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@ -166,7 +181,7 @@ def main():
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game.cleanup_after_game_loop()
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game.cleanup_after_game_loop()
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game.draw_minefield()
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game.draw_minefield()
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game.run_in_game_menu_overlay(pygame.mouse.get_pos(), events)
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game.run_in_game_menu_overlay(pygame.mouse.get_pos(), events)
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pygame.display.flip()
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update_graphics()
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if auto:
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if auto:
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if not game.agent.defuse_a_mine(game.get_mine(game.goal)):
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if not game.agent.defuse_a_mine(game.get_mine(game.goal)):
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@ -204,7 +219,7 @@ def main():
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auto = False
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auto = False
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# updating graphics
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# updating graphics
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pygame.display.flip()
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update_graphics()
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if __name__ == "__main__":
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if __name__ == "__main__":
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@ -44,7 +44,9 @@ V_BUTTON_HEIGHT = 40
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SCREEN_WIDTH = V_TILE_AREA_WIDTH + 2 * V_SCREEN_PADDING + V_NUMBER_PADDING + V_SIDE_MENU_WIDTH + 10
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SCREEN_WIDTH = V_TILE_AREA_WIDTH + 2 * V_SCREEN_PADDING + V_NUMBER_PADDING + V_SIDE_MENU_WIDTH + 10
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SCREEN_HEIGHT = V_TILE_AREA_HEIGHT + 2 * V_SCREEN_PADDING + V_NUMBER_PADDING
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SCREEN_HEIGHT = V_TILE_AREA_HEIGHT + 2 * V_SCREEN_PADDING + V_NUMBER_PADDING
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SCREEN = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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SCREEN = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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EXPLOSIONS = pygame.sprite.Group()
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# =============== #
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# =============== #
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BIN
resources/assets/explosion_frames/explosion-0.png
Normal file
After Width: | Height: | Size: 93 B |
BIN
resources/assets/explosion_frames/explosion-1.png
Normal file
After Width: | Height: | Size: 264 B |
BIN
resources/assets/explosion_frames/explosion-10.png
Normal file
After Width: | Height: | Size: 258 B |
BIN
resources/assets/explosion_frames/explosion-2.png
Normal file
After Width: | Height: | Size: 330 B |
BIN
resources/assets/explosion_frames/explosion-3.png
Normal file
After Width: | Height: | Size: 398 B |
BIN
resources/assets/explosion_frames/explosion-4.png
Normal file
After Width: | Height: | Size: 629 B |
BIN
resources/assets/explosion_frames/explosion-5.png
Normal file
After Width: | Height: | Size: 718 B |
BIN
resources/assets/explosion_frames/explosion-6.png
Normal file
After Width: | Height: | Size: 882 B |
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resources/assets/explosion_frames/explosion-7.png
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After Width: | Height: | Size: 813 B |
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resources/assets/explosion_frames/explosion-8.png
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After Width: | Height: | Size: 611 B |
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resources/assets/explosion_frames/explosion-9.png
Normal file
After Width: | Height: | Size: 467 B |