Trashmaster/main.py

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from calendar import c
from game_objects.player import Player
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import pygame as pg
import sys
from os import path
import math
from map import *
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from settings import *
from map import map
from map import map_utils
from path_search_algorthms import bfs
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from path_search_algorthms import a_star, a_star_utils
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from game_objects import aiPlayer
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class Game():
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def __init__(self):
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pg.init()
self.clock = pg.time.Clock()
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self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption("Trashmaster")
self.load_data()
self.init_game()
# because dont work without data.txt
# self.init_bfs()
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# self.init_a_star()
self.dt = self.clock.tick(FPS) / 1000.0
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def init_game(self):
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# initialize all variables and do all the setup for a new game
# sprite groups and map array for calculations
(self.roadTiles, self.wallTiles), self.mapArray = map.get_tiles()
self.agentSprites = pg.sprite.Group()
# player obj
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self.player = Player(self, 32, 32)
# camera obj
self.camera = map_utils.Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX)
# other
self.debug_mode = False
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def init_bfs(self):
start_node = (0, 0)
target_node = (18, 18)
find_path = bfs.BreadthSearchAlgorithm(start_node, target_node, self.mapArray)
path = find_path.bfs()
# print(path)
realPath = []
nextNode = target_node
for i in range(len(path)-1, 0, -1):
node = path[i]
if node[0] == nextNode:
realPath.insert(0, node[0])
nextNode = node[1]
print(realPath)
def init_a_star(self):
# szukanie sciezki na sztywno i wyprintowanie wyniku (tablica stringow)
start_x = 0
start_y = 0
target_x = 6
target_y = 2
path = a_star.search_path(start_x, start_y, target_x, target_y, self.mapArray)
print(path)
def load_data(self):
game_folder = path.dirname(__file__)
img_folder = path.join(game_folder, 'resources/textures')
self.player_img = pg.image.load(path.join(img_folder,PLAYER_IMG)).convert_alpha()
self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH,PLAYER_HEIGHT) )
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def run(self):
# game loop - set self.playing = False to end the game
self.playing = True
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while self.playing:
self.dt = self.clock.tick(FPS) / 1000.0
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self.events()
self.update()
self.draw()
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def quit(self):
pg.quit()
sys.exit()
def update(self):
# update portion of the game loop
self.agentSprites.update()
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self.camera.update(self.player)
# pygame.display.update()
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def draw(self):
#display fps as window title
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pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
#rerender map
map.render_tiles(self.roadTiles, self.screen, self.camera)
map.render_tiles(self.wallTiles, self.screen, self.camera, self.debug_mode)
#rerender additional sprites
for sprite in self.agentSprites:
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self.screen.blit(sprite.image, self.camera.apply(sprite))
if self.debug_mode:
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pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1)
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#finally update screen
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pg.display.flip()
def events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.quit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.quit()
if event.key == pg.K_h:
self.debug_mode = not self.debug_mode
if event.type == pg.MOUSEBUTTONUP:
pos = pg.mouse.get_pos()
offset_x, offset_y = self.camera.offset()
clicked_coords = [math.floor(pos[0] / TILESIZE) - offset_x, math.floor(pos[1] / TILESIZE) - offset_y]
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actions = a_star.search_path(math.floor(self.player.pos[0] / TILESIZE), math.floor(self.player.pos[1] / TILESIZE), self.player.rotation(), clicked_coords[0], clicked_coords[1], self.mapArray)
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print(actions)
if (actions != None):
t = aiPlayer.aiPlayer(self.player, game=self)
t.startAiController(actions)
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def show_start_screen(self):
pass
def show_go_screen(self):
pass
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# create the game object
if __name__ == "__main__":
g = Game()
g.show_start_screen()
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g.run()
g.show_go_screen()