mapa2 #11

Merged
s462072 merged 3 commits from mapa2 into master 2022-04-04 12:20:19 +02:00
13 changed files with 1274 additions and 62 deletions

176
main.py
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@ -1,66 +1,152 @@
import pygame import pygame as pg
from map import preparedMap import sys
from agent import trashmaster from os import path
from house import House from map import *
# from agent import trashmaster
# from house import House
from sprites import *
from settings import *
class WalleGame(): class Game():
def __init__(self): def __init__(self):
self.SCREEN_SIZE = [512, 512] pg.init()
self.BACKGROUND_COLOR = '#ffffff' self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption("Trashmaster")
self.clock = pg.time.Clock()
self.load_data()
pygame.init() def load_data(self):
pygame.display.set_caption('Wall-e') game_folder = path.dirname(__file__)
img_folder = path.join(game_folder, 'resources/textures')
map_folder = path.join(img_folder, 'map')
self.map = TiledMap(path.join(map_folder, 'roads.tmx'))
self.map_img = self.map.make_map()
self.map_rect = self.map_img.get_rect()
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) )
self.wall_img = pg.image.load(path.join(img_folder, WALL_IMG)).convert_alpha()
self.wall_img = pg.transform.scale(self.wall_img, (TILESIZE, TILESIZE))
def new(self):
# initialize all variables and do all the setup for a new game
self.all_sprites = pg.sprite.Group()
self.walls = pg.sprite.Group()
for tile_object in self.map.tmxdata.objects:
if tile_object.name == 'player':
self.player = Player(self, tile_object.x, tile_object.y)
if tile_object.name == 'wall':
Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
# self.screen.blit(self.map_img, (0,0))
self.camera = Camera(self.map.width, self.map.height)
self.draw_debug = False
#self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect))
def run(self):
# game loop - set self.playing = False to end the game
self.playing = True
while self.playing:
self.dt = self.clock.tick(FPS) / 1000.0
self.events()
self.update()
self.draw()
def quit(self):
pg.quit()
sys.exit()
def update(self):
# update portion of the game loop
self.all_sprites.update()
self.camera.update(self.player)
# pygame.display.update()
def draw_grid(self):
for x in range(0, WIDTH, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
for y in range(0, HEIGHT, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
self.screen = pygame.display.set_mode(self.SCREEN_SIZE) # def draw(self, drawable_object, pos):
self.screen.fill(pygame.Color(self.BACKGROUND_COLOR)) # # pos => (x, y)
# # drawable object must have .image field inside class
# self.screen.blit(drawable_object.image, pos )
# krata def draw(self):
self.map = preparedMap(self.SCREEN_SIZE) pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
self.screen.blit(self.map, (0,0)) self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect))
def update_window(self): for sprite in self.all_sprites:
pygame.display.update() self.screen.blit(sprite.image, self.camera.apply(sprite))
if self.draw_debug:
pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1)
if self.draw_debug:
for wall in self.walls:
pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(wall.rect), 1)
def draw_object(self, drawable_object, pos): pg.display.flip()
# pos => (x, y)
# drawable object must have .image field inside class
self.screen.blit(drawable_object.image, pos )
def reloadMap(self): def events(self):
self.screen.fill(pygame.Color(self.BACKGROUND_COLOR)) for event in pg.event.get():
self.screen.blit(self.map, (0,0)) 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.draw_debug = not self.draw_debug
def main(): def show_start_screen(self):
game = WalleGame() pass
game.update_window()
smieciara_object = trashmaster(16,16,"./resources/textures/garbagetruck/trashmaster_blu.png") def show_go_screen(self):
game.draw_object(smieciara_object, (0, 0)) pass
house_object = House(20, 20) # def reloadMap(self):
# Test draw house object # #self.screen.fill(pygame.Color(self.BACKGROUND_COLOR))
game.draw_object(house_object, (20,20)) # self.screen.blit(self.map_img, (0,0))
game.update_window() # def main():
# game = WalleGame()
# game.update_window()
running = True # smieciara_object = trashmaster(16,16,"./resources/textures/garbagetruck/trashmaster_blu.png")
# game.draw_object(smieciara_object, (100, 100))
while running: # #house_object = House(20, 20)
for event in pygame.event.get(): # # Test draw house object
if event.type == pygame.QUIT: # #game.draw_object(house_object, (20,20))
running = False
if event.type == pygame.KEYDOWN:
game.reloadMap()
game.draw_object(smieciara_object,
smieciara_object.movement(event.key, 16))
game.update_window() # game.update_window()
pygame.quit() # running = True
# while running:
# for event in pygame.event.get():
# if event.type == pygame.QUIT:
# running = False
# if event.type == pygame.KEYDOWN:
# game.reloadMap()
# game.draw_object(smieciara_object, smieciara_object.movement(event.key, 16))
# game.update_window()
# pygame.quit()
# if __name__ == '__main__':
# main()
# create the game object
g = Game()
g.show_start_screen()
while True:
g.new()
g.run()
g.show_go_screen()
if __name__ == '__main__':
main()

72
map.py
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@ -1,13 +1,67 @@
import pygame import pygame as pg
from settings import *
import pytmx
# config # config
TILE_SIZE = 16 # TILE_SIZE = 16
# def preparedMap(screenSize):
# tileImage = pg.image.load('tile1.png')
# surface = pg.Surface(screenSize)
# for x in range(0, screenSize[0], TILE_SIZE):
# for y in range(0, screenSize[1], TILE_SIZE):
# surface.blit(tileImage, (x, y))
# return surface
def collide_hit_rect(one, two):
return one.hit_rect.colliderect(two.rect)
class TiledMap:
#loading file
def __init__(self, filename):
tm = pytmx.load_pygame(filename, pixelalpha=True)
self.width = tm.width * tm.tilewidth
self.height = tm.height * tm.tileheight
self.tmxdata = tm
#rendering map
def render(self, surface):
ti = self.tmxdata.get_tile_image_by_gid
for layer in self.tmxdata.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x, y, gid, in layer:
tile = ti(gid)
if tile:
surface.blit(tile, (x * self.tmxdata.tilewidth, y * self.tmxdata.tilewidth))
def make_map(self):
temp_surface = pg.Surface((self.width, self.height))
self.render(temp_surface)
return temp_surface
class Camera:
def __init__(self,width,height):
self.camera = pg.Rect(0,0, width, height)
self.width = width
self.height = height
def apply(self,entity):
return entity.rect.move(self.camera.topleft)
def apply_rect(self, rect):
return rect.move(self.camera.topleft)
def update(self,target):
x = -target.rect.x + int(WIDTH/2)
y = -target.rect.y + int(HEIGHT / 2)
# limit scrolling to map size
x = min(0, x) # left
y = min(0, y) # top
x = max(-(self.width - WIDTH), x) # right
y = max(-(self.height - HEIGHT), y) # bottom
self.camera = pg.Rect(x, y, self.width, self.height)
def preparedMap(screenSize):
tileImage = pygame.image.load('tile1.png')
surface = pygame.Surface(screenSize)
for x in range(0, screenSize[0], TILE_SIZE):
for y in range(0, screenSize[1], TILE_SIZE):
surface.blit(tileImage, (x, y))
return surface

40
mapa.py Normal file
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import pygame as pg
import pytmx
# config
# TILE_SIZE = 16
# def preparedMap(screenSize):
# tileImage = pg.image.load('tile1.png')
# surface = pg.Surface(screenSize)
# for x in range(0, screenSize[0], TILE_SIZE):
# for y in range(0, screenSize[1], TILE_SIZE):
# surface.blit(tileImage, (x, y))
# return surface
class TiledMap:
#loading file
def __init__(self, filename):
tm = pytmx.load_pygame(filename, pixelalpha=True)
self.width = tm.width * tm.tilewidth
self.height = tm.height * tm.tileheight
self.tmxdata = tm
#rendering map
def render(self, surface):
ti = self.tmxdata.get_tile_image_by_gid
for layer in self.tmxdata.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x, y, gid, in layer:
tile = ti(gid)
if tile:
surface.blit(tile, (x * self.tmxdata.tilewidth, y * self.tmxdata.tilewidth))
def make_map(self):
temp_surface = pg.Surface((self.width, self.height))
self.render(temp_surface)
return temp_surface

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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.8" tiledversion="1.8.2" name="Ground" tilewidth="1" tileheight="1" tilecount="0" columns="0"/>

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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.8" tiledversion="1.8.2" name="Roads" tilewidth="64" tileheight="64" tilecount="46" columns="0">
<grid orientation="orthogonal" width="1" height="1"/>
<tile id="0">
<image width="64" height="64" source="road/GTA2_TILE_257.bmp"/>
</tile>
<tile id="1">
<image width="64" height="64" source="road/GTA2_TILE_262.bmp"/>
</tile>
<tile id="2">
<image width="64" height="64" source="road/GTA2_TILE_263.bmp"/>
</tile>
<tile id="3">
<image width="64" height="64" source="road/GTA2_TILE_268.bmp"/>
</tile>
<tile id="4">
<image width="64" height="64" source="road/GTA2_TILE_270.bmp"/>
</tile>
<tile id="5">
<image width="64" height="64" source="road/GTA2_TILE_272.bmp"/>
</tile>
<tile id="6">
<image width="64" height="64" source="road/GTA2_TILE_273.bmp"/>
</tile>
<tile id="7">
<image width="64" height="64" source="road/GTA2_TILE_275.bmp"/>
</tile>
<tile id="8">
<image width="64" height="64" source="road/GTA2_TILE_278.bmp"/>
</tile>
<tile id="9">
<image width="64" height="64" source="road/GTA2_TILE_279.bmp"/>
</tile>
<tile id="10">
<image width="64" height="64" source="road/GTA2_TILE_673.bmp"/>
</tile>
<tile id="11">
<image width="64" height="64" source="road/GTA2_TILE_681.bmp"/>
</tile>
<tile id="12">
<image width="64" height="64" source="road/GTA2_TILE_682.bmp"/>
</tile>
<tile id="14">
<image width="64" height="64" source="road/GTA2_TILE_684.bmp"/>
</tile>
<tile id="15">
<image width="64" height="64" source="road/GTA2_TILE_687.bmp"/>
</tile>
<tile id="16">
<image width="64" height="64" source="road/GTA2_TILE_689.bmp"/>
</tile>
<tile id="17">
<image width="64" height="64" source="road/GTA2_TILE_695.bmp"/>
</tile>
<tile id="18">
<image width="64" height="64" source="road/GTA2_TILE_697.bmp"/>
</tile>
<tile id="19">
<image width="64" height="64" source="road/GTA2_TILE_698.bmp"/>
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<image width="64" height="64" source="road/GTA2_TILE_699.bmp"/>
</tile>
<tile id="21">
<image width="64" height="64" source="road/GTA2_TILE_700.bmp"/>
</tile>
<tile id="22">
<image width="64" height="64" source="road/GTA2_TILE_703.bmp"/>
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<image width="64" height="64" source="road/GTA2_TILE_803.bmp"/>
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<image width="64" height="64" source="road/GTA2_TILE_806.bmp"/>
</tile>
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<image width="64" height="64" source="road/GTA2_TILE_807.bmp"/>
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<image width="64" height="64" source="road/GTA2_TILE_829.bmp"/>
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<image width="64" height="64" source="road/GTA2_TILE_991.bmp"/>
</tile>
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<image width="64" height="64" source="edge/GTA2_TILE_573.bmp"/>
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</tile>
<tile id="47">
<image width="64" height="64" source="edge/GTA2_TILE_693.bmp"/>
</tile>
</tileset>

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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.8" tiledversion="1.8.2" name="Trash" tilewidth="32" tileheight="30" tilecount="15" columns="0">
<grid orientation="orthogonal" width="1" height="1"/>
<tile id="0">
<image width="16" height="16" source="misc/GTA2_CODE OBJECT_561.bmp"/>
</tile>
<tile id="1">
<image width="32" height="30" source="misc/GTA2_CODE OBJECT_1061.bmp"/>
</tile>
<tile id="2">
<image width="32" height="30" source="misc/GTA2_CODE OBJECT_1062.bmp"/>
</tile>
<tile id="3">
<image width="32" height="30" source="misc/GTA2_CODE OBJECT_1063.bmp"/>
</tile>
<tile id="4">
<image width="32" height="24" source="misc/GTA2_MAP OBJECT_1103.bmp"/>
</tile>
<tile id="5">
<image width="32" height="26" source="misc/GTA2_MAP OBJECT_1104.bmp"/>
</tile>
<tile id="6">
<image width="30" height="28" source="misc/GTA2_MAP OBJECT_1106.bmp"/>
</tile>
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</tile>
<tile id="14">
<image width="20" height="27" source="misc/GTA2_USER OBJECT_1294.bmp"/>
</tile>
</tileset>

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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.8" tiledversion="1.8.2" name="Walls" tilewidth="64" tileheight="64" tilecount="45" columns="0">
<grid orientation="orthogonal" width="1" height="1"/>
<tile id="0">
<image width="64" height="64" source="edge/GTA2_TILE_473.bmp"/>
</tile>
<tile id="1">
<image width="64" height="64" source="edge/GTA2_TILE_474.bmp"/>
</tile>
<tile id="2">
<image width="64" height="64" source="edge/GTA2_TILE_475.bmp"/>
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</map>

View File

@ -0,0 +1,31 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.8" tiledversion="1.8.2" name="player" tilewidth="347" tileheight="145" tilecount="9" columns="0">
<grid orientation="orthogonal" width="1" height="1"/>
<tile id="0">
<image width="52" height="86" source="garbagetruck/GTA2_CAR_18.bmp"/>
</tile>
<tile id="1">
<image width="58" height="88" source="garbagetruck/GTA2_CAR_20.bmp"/>
</tile>
<tile id="2">
<image width="58" height="88" source="garbagetruck/GTA2_CAR_21.bmp"/>
</tile>
<tile id="3">
<image width="347" height="145" source="garbagetruck/trashmaster_blu.png"/>
</tile>
<tile id="4">
<image width="250" height="117" source="garbagetruck/trashmaster_orange.png"/>
</tile>
<tile id="5">
<image width="58" height="58" source="misc/GTA2_USER OBJECT_1219.bmp"/>
</tile>
<tile id="6">
<image width="50" height="60" source="misc/GTA2_USER OBJECT_1222.bmp"/>
</tile>
<tile id="7">
<image width="60" height="60" source="misc/GTA2_USER OBJECT_1225.bmp"/>
</tile>
<tile id="8">
<image width="56" height="64" source="misc/GTA2_USER OBJECT_1229.bmp"/>
</tile>
</tileset>

28
settings.py Normal file
View File

@ -0,0 +1,28 @@
import pygame as pg
vec = pg.math.Vector2
#colors
LIGHTGREY = (100, 100, 100)
CYAN = (0, 255, 255)
#game settings
WIDTH = 1024
HEIGHT = 768
FPS = 60
TILESIZE = 64
GRIDWIDTH = WIDTH/TILESIZE
GRIDHEIGHT = HEIGHT/TILESIZE
WALL_IMG = 'buliding\GTA2_TILE_26.bmp'
#player settings
PLAYER_SPEED = 280
PLAYER_ROT_SPEED = 200
PLAYER_IMG = 'garbagetruck/trashmaster_v2.png'
PLAYER_HIT_RECT = pg.Rect(0, 0, 50, 50)
PLAYER_WIDTH = 64
PLAYER_HEIGHT = 32

163
sprites.py Normal file
View File

@ -0,0 +1,163 @@
import pygame as pg
import pygame.image
from settings import *
from random import uniform
from map import collide_hit_rect
vec = pg.math.Vector2
def collide_with_walls(sprite, group, dir):
if dir == 'x':
hits = pg.sprite.spritecollide(sprite, group, False, collide_hit_rect)
if hits:
if hits[0].rect.centerx > sprite.hit_rect.centerx:
sprite.pos.x = hits[0].rect.left - sprite.hit_rect.width / 2
if hits[0].rect.centerx < sprite.hit_rect.centerx:
sprite.pos.x = hits[0].rect.right + sprite.hit_rect.width / 2
sprite.vel.x = 0
sprite.hit_rect.centerx = sprite.pos.x
if dir == 'y':
hits = pg.sprite.spritecollide(sprite, group, False, collide_hit_rect)
if hits:
if hits[0].rect.centery > sprite.hit_rect.centery:
sprite.pos.y = hits[0].rect.top - sprite.hit_rect.height / 2
if hits[0].rect.centery < sprite.hit_rect.centery:
sprite.pos.y = hits[0].rect.bottom + sprite.hit_rect.height / 2
sprite.vel.y = 0
sprite.hit_rect.centery = sprite.pos.y
class Player(pg.sprite.Sprite):
def __init__(self, game, x, y):
self.groups = game.all_sprites
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = game.player_img
self.rect = self.image.get_rect()
self.rect.center = (x,y)
self.hit_rect = PLAYER_HIT_RECT
self.hit_rect.center = self.rect.center
self.vel = vec(0, 0)
self.pos = vec(x, y)
self.rot = 0
def get_keys(self):
self.rot_speed = 0
self.vel = vec(0, 0)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.rot_speed = PLAYER_ROT_SPEED
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.rot_speed = -PLAYER_ROT_SPEED
if keys[pg.K_UP] or keys[pg.K_w]:
self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
if keys[pg.K_DOWN] or keys[pg.K_s]:
self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
def update(self):
self.get_keys()
self.rot = (self.rot + self.rot_speed * self.game.dt) % 360
self.image = pg.transform.rotate(self.game.player_img, self.rot)
self.rect = self.image.get_rect()
self.rect.center = self.pos
self.pos += self.vel * self.game.dt
self.hit_rect.centerx = self.pos.x
collide_with_walls(self, self.game.walls, 'x')
self.hit_rect.centery = self.pos.y
collide_with_walls(self, self.game.walls, 'y')
self.rect.center = self.hit_rect.center
class Dump(pg.sprite.Sprite):
# wysypisko
def __init__(self):
super().__init__()
self.glass = []
self.paper = []
self.bio = []
self.other_trash = []
class trash(pg.sprite.Sprite):
def __init__(self,x,y,img, type):
super().__init__()
self.width=16
self.height=16
self.type = type
self.x = x
self.y = y
self.image = pygame.image.load(img)
self.image = pygame.transform.scale(self.image, (self.x,self.y))
self.rect = self.image.get_rect()
class trashbin(pg.sprite.Sprite):
def __init__(self,x,y,img, type):
super().__init__()
# trashbin type
self.type = type
# dimensions
if type == "small":
self.width = 4
self.height = 4
elif type == "medium":
self.width = 8
self.height = 8
elif type == "large":
self.width = 16
self.height = 16
# spawn coords
self.x = x
self.y = y
# load trashbin image
self.image = pygame.image.load(img)
self.image = pygame.transform.scale(self.image, (self.x,self.y))
self.rect = self.image.get_rect()
class trashmaster(pg.sprite.Sprite):
def __init__(self,x,y,img):
super().__init__()
self.width=x
self.height=y
self.x = 0
self.y = 0
self.image = pygame.image.load(img)
self.image = pygame.transform.scale(self.image, (self.width,self.height))
self.rect = self.image.get_rect()
def movement(self, key, vel):
if key == pygame.K_LEFT:
self.x -= vel
if key == pygame.K_RIGHT:
self.x += vel
if key == pygame.K_UP:
self.y -= vel
if key == pygame.K_DOWN:
self.y += vel
return (self.x, self.y)
class Obstacle(pg.sprite.Sprite):
def __init__(self, game, x, y, w, h):
self.groups = game.walls
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.rect = pg.Rect(x, y, w, h)
self.hit_rect = self.rect
self.x = x
self.y = y
self.rect.x = x
self.rect.y = y