map_gen_refactor #18
19
SearchBfs.py
19
SearchBfs.py
@ -1,6 +1,6 @@
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class BreadthSearchAlgorithm:
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class BreadthSearchAlgorithm:
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def __init__(self, start, target):
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def __init__(self, start, target, mapArray):
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self.graph = self.getData()
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self.graph = self.getData(mapArray)
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self.start = start
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self.start = start
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self.target = target
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self.target = target
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@ -18,20 +18,21 @@ class BreadthSearchAlgorithm:
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visited.append(node[0])
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visited.append(node[0])
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visitedPrint.append(node)
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visitedPrint.append(node)
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if node[0] == self.target:
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if node[0] == self.target:
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print('final')
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# print('final')
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print(visitedPrint)
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# print(visitedPrint)
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return visited
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return visitedPrint
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neighbours = self.graph.get(node[0], [])
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neighbours = self.graph.get(node[0], [])
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for neighbour in neighbours:
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for neighbour in neighbours:
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can_go.append([neighbour, node[0]])
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can_go.append([neighbour, node[0]])
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# print(visited)
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# print(visited)
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return -1
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return -1
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def getData(self):
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def getData(self, mapArray):
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with open("data.txt", "r") as f:
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with open("data.txt", "r") as f:
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matrix = [
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# matrix = [
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[int(x) for x in line.split(",") if x != "\n"] for line in f.readlines()
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# [int(x) for x in line.split(",") if x != "\n"] for line in f.readlines()
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]
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# ]
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matrix = mapArray
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adj = {}
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adj = {}
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for yi, yvalue in enumerate(matrix):
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for yi, yvalue in enumerate(matrix):
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for xi, xvalue in enumerate(matrix):
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for xi, xvalue in enumerate(matrix):
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43
agent.py
43
agent.py
@ -1,43 +0,0 @@
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import pygame.image
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class trashmaster(pygame.sprite.Sprite):
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def __init__(self, x, y, img):
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super().__init__()
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self.width = x
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self.height = y
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self.x = 0
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self.y = 0
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self.image = pygame.image.load(img)
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self.image = pygame.transform.scale(self.image, (self.width, self.height))
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self.rect = self.image.get_rect()
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def movement(self, key, vel):
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if key == pygame.K_LEFT:
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self.x -= vel
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if key == pygame.K_RIGHT:
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self.x += vel
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if key == pygame.K_UP:
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self.y -= vel
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if key == pygame.K_DOWN:
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self.y += vel
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return (self.x, self.y)
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def move_up(self):
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self.y -= 64
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def move_down(self):
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self.y += 64
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def move_right(self):
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self.x += 64
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def move_left(self):
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self.x -= 64
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@ -1,6 +1,6 @@
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import pygame.image
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import pygame as pg
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class Dump(pygame.sprite.Sprite):
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class Dump(pg.sprite.Sprite):
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# wysypisko
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# wysypisko
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def __init__(self):
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def __init__(self):
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super().__init__()
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super().__init__()
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@ -8,7 +8,3 @@ class Dump(pygame.sprite.Sprite):
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self.paper = []
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self.paper = []
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self.bio = []
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self.bio = []
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self.other_trash = []
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self.other_trash = []
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@ -24,6 +24,3 @@ class House(pygame.sprite.Sprite):
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files = os.listdir(self.base_path)
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files = os.listdir(self.base_path)
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value = randint(0, len(files)-1)
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value = randint(0, len(files)-1)
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return files[value]
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return files[value]
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13
game_objects/obstacle.py
Normal file
13
game_objects/obstacle.py
Normal file
@ -0,0 +1,13 @@
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import pygame as pg
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class Obstacle(pg.sprite.Sprite):
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def __init__(self, game, x, y, w, h):
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self.groups = 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.rect = pg.Rect(x, y, w, h)
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self.hit_rect = self.rect
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self.x = x
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self.y = y
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self.rect.x = x
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self.rect.y = y
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47
game_objects/player.py
Normal file
47
game_objects/player.py
Normal file
@ -0,0 +1,47 @@
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import pygame as pg
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from settings import *
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from game_objects import utils
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vec = pg.math.Vector2
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class Player(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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self.groups = game.agentSprites
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pg.sprite.Sprite.__init__(self, self.groups)
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self.game = game
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self.image = game.player_img
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self.rect = self.image.get_rect()
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self.rect.center = (x,y)
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self.hit_rect = PLAYER_HIT_RECT
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self.hit_rect.center = self.rect.center
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self.vel = vec(0, 0)
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self.pos = vec(x, y)
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self.rot = 0
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def get_keys(self):
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self.rot_speed = 0
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self.vel = vec(0, 0)
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keys = pg.key.get_pressed()
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if keys[pg.K_LEFT] or keys[pg.K_a]:
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self.rot_speed = PLAYER_ROT_SPEED
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if keys[pg.K_RIGHT] or keys[pg.K_d]:
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self.rot_speed = -PLAYER_ROT_SPEED
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if keys[pg.K_UP] or keys[pg.K_w]:
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self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
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if keys[pg.K_DOWN] or keys[pg.K_s]:
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self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
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def update(self):
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self.get_keys()
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self.rot = (self.rot + self.rot_speed * self.game.dt) % 360
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self.image = pg.transform.rotate(self.game.player_img, self.rot)
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self.rect = self.image.get_rect()
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self.rect.center = self.pos
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self.pos += self.vel * self.game.dt
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self.hit_rect.centerx = self.pos.x
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utils.collide_with_walls(self, self.game.wallTiles, 'x')
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self.hit_rect.centery = self.pos.y
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utils.collide_with_walls(self, self.game.wallTiles, 'y')
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self.rect.center = self.hit_rect.center
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18
game_objects/trash.py
Normal file
18
game_objects/trash.py
Normal file
@ -0,0 +1,18 @@
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import pygame as pg
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class trash(pg.sprite.Sprite):
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def __init__(self,x,y,img, type):
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super().__init__()
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self.width=16
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self.height=16
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self.type = type
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self.x = x
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self.y = y
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self.image = pg.image.load(img)
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self.image = pg.transform.scale(self.image, (self.x,self.y))
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self.rect = self.image.get_rect()
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@ -1,6 +1,6 @@
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import pygame.image
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import pygame as pg
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class trashbin(pygame.sprite.Sprite):
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class trashbin(pg.sprite.Sprite):
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def __init__(self,x,y,img, type):
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def __init__(self,x,y,img, type):
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super().__init__()
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super().__init__()
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@ -24,6 +24,6 @@ class trashbin(pygame.sprite.Sprite):
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self.y = y
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self.y = y
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# load trashbin image
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# load trashbin image
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self.image = pygame.image.load(img)
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self.image = pg.image.load(img)
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self.image = pygame.transform.scale(self.image, (self.x,self.y))
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self.image = pg.transform.scale(self.image, (self.x,self.y))
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self.rect = self.image.get_rect()
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self.rect = self.image.get_rect()
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24
game_objects/utils.py
Normal file
24
game_objects/utils.py
Normal file
@ -0,0 +1,24 @@
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import pygame as pg
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def collide_hit_rect(one, two):
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return one.hit_rect.colliderect(two.rect)
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def collide_with_walls(sprite, group, dir):
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if dir == 'x':
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hits = pg.sprite.spritecollide(sprite, group, False, collide_hit_rect)
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if hits:
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if hits[0].rect.centerx > sprite.hit_rect.centerx:
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sprite.pos.x = hits[0].rect.left - sprite.hit_rect.width / 2
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if hits[0].rect.centerx < sprite.hit_rect.centerx:
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sprite.pos.x = hits[0].rect.right + sprite.hit_rect.width / 2
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sprite.vel.x = 0
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sprite.hit_rect.centerx = sprite.pos.x
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if dir == 'y':
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hits = pg.sprite.spritecollide(sprite, group, False, collide_hit_rect)
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if hits:
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if hits[0].rect.centery > sprite.hit_rect.centery:
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sprite.pos.y = hits[0].rect.top - sprite.hit_rect.height / 2
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if hits[0].rect.centery < sprite.hit_rect.centery:
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sprite.pos.y = hits[0].rect.bottom + sprite.hit_rect.height / 2
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sprite.vel.y = 0
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sprite.hit_rect.centery = sprite.pos.y
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132
main.py
132
main.py
@ -1,16 +1,15 @@
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from calendar import c
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from calendar import c
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from game_objects.player import Player
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import pygame as pg
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import pygame as pg
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import sys
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import sys
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from os import path
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from os import path
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import SearchBfs
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from map import *
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from map import *
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# from agent import trashmaster
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# from agent import trashmaster
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# from house import House
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# from house import House
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from sprites import *
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from settings import *
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from settings import *
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from map_new import map_new
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from map import map
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from map_new import map_utils
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from map import map_utils
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from SearchBfs import *
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from SearchBfs import *
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import math
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import math
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@ -19,47 +18,50 @@ class Game():
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def __init__(self):
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def __init__(self):
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pg.init()
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pg.init()
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self.clock = pg.time.Clock()
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self.screen = pg.display.set_mode((WIDTH, HEIGHT))
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self.screen = pg.display.set_mode((WIDTH, HEIGHT))
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pg.display.set_caption("Trashmaster")
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pg.display.set_caption("Trashmaster")
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self.clock = pg.time.Clock()
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self.load_data()
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self.load_data()
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self.init_game()
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self.init_bfs()
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def init_game(self):
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# initialize all variables and do all the setup for a new game
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# sprite groups and map array for calculations
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(self.roadTiles, self.wallTiles), self.mapArray = map.get_tiles()
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self.agentSprites = pg.sprite.Group()
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# player obj
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self.player = Player(self, 32, 100)
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# camera obj
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self.camera = map_utils.Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX)
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# other
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self.draw_debug = False
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def init_bfs(self):
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start_node = (0, 0)
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target_node = (18, 18)
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find_path = BreadthSearchAlgorithm(start_node, target_node, self.mapArray)
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path = find_path.bfs()
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# print(path)
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realPath = []
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nextNode = target_node
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for i in range(len(path)-1, 0, -1):
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node = path[i]
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if node[0] == nextNode:
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realPath.insert(0, node[0])
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nextNode = node[1]
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print(realPath)
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def load_data(self):
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def load_data(self):
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game_folder = path.dirname(__file__)
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game_folder = path.dirname(__file__)
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img_folder = path.join(game_folder, 'resources/textures')
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img_folder = path.join(game_folder, 'resources/textures')
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map_folder = path.join(img_folder, 'map')
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self.map = TiledMap(path.join(map_folder, 'roads.tmx'))
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self.map_img = self.map.make_map()
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self.map_rect = self.map_img.get_rect()
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self.player_img = pg.image.load(path.join(img_folder, PLAYER_IMG)).convert_alpha()
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self.player_img = pg.image.load(path.join(img_folder,PLAYER_IMG)).convert_alpha()
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self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH, PLAYER_HEIGHT))
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self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH,PLAYER_HEIGHT) )
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self.wall_img = pg.image.load(path.join(img_folder, WALL_IMG)).convert_alpha()
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self.wall_img = pg.transform.scale(self.wall_img, (TILESIZE, TILESIZE))
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# self.new_map = map_new.getMap()
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def new(self):
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# initialize all variables and do all the setup for a new game
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# sprite groups and map array
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(self.roadTiles, self.wallTiles), self.mapArray = map_new.getTiles()
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self.all_sprites = pg.sprite.Group()
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self.walls = pg.sprite.Group()
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for tile_object in self.map.tmxdata.objects:
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if tile_object.name == 'player':
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self.player = Player(self, tile_object.x, tile_object.y)
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if tile_object.name == 'wall':
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Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
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self.camera = Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX)
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self.draw_debug = False
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# self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect))
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def run(self):
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def run(self):
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# game loop - set self.playing = False to end the game
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# game loop - set self.playing = False to end the game
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@ -76,27 +78,25 @@ class Game():
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def update(self):
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def update(self):
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# update portion of the game loop
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# update portion of the game loop
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self.all_sprites.update()
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self.agentSprites.update()
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self.camera.update(self.player)
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self.camera.update(self.player)
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# pygame.display.update()
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# pygame.display.update()
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def draw_grid(self):
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for x in range(0, WIDTH, TILESIZE):
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pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
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for y in range(0, HEIGHT, TILESIZE):
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pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
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def draw(self):
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def draw(self):
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#display fps as window title
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pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
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pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
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map_new.renderTiles(self.roadTiles, self.screen, self.camera)
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#rerender map
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map_new.renderTiles(self.wallTiles, self.screen, self.camera, self.draw_debug)
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map.render_tiles(self.roadTiles, self.screen, self.camera)
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||||||
|
map.render_tiles(self.wallTiles, self.screen, self.camera, self.draw_debug)
|
||||||
|
|
||||||
for sprite in self.all_sprites:
|
#rerender additional sprites
|
||||||
|
for sprite in self.agentSprites:
|
||||||
self.screen.blit(sprite.image, self.camera.apply(sprite))
|
self.screen.blit(sprite.image, self.camera.apply(sprite))
|
||||||
if self.draw_debug:
|
if self.draw_debug:
|
||||||
pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1)
|
pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1)
|
||||||
|
|
||||||
|
#finally update screen
|
||||||
pg.display.flip()
|
pg.display.flip()
|
||||||
|
|
||||||
def events(self):
|
def events(self):
|
||||||
@ -108,8 +108,8 @@ class Game():
|
|||||||
self.quit()
|
self.quit()
|
||||||
if event.key == pg.K_h:
|
if event.key == pg.K_h:
|
||||||
self.draw_debug = not self.draw_debug
|
self.draw_debug = not self.draw_debug
|
||||||
if event.type == pygame.MOUSEBUTTONUP:
|
if event.type == pg.MOUSEBUTTONUP:
|
||||||
pos = pygame.mouse.get_pos()
|
pos = pg.mouse.get_pos()
|
||||||
clicked_coords = [math.floor(pos[0] / TILESIZE), math.floor(pos[1] / TILESIZE)]
|
clicked_coords = [math.floor(pos[0] / TILESIZE), math.floor(pos[1] / TILESIZE)]
|
||||||
print(clicked_coords)
|
print(clicked_coords)
|
||||||
|
|
||||||
@ -119,43 +119,9 @@ class Game():
|
|||||||
def show_go_screen(self):
|
def show_go_screen(self):
|
||||||
pass
|
pass
|
||||||
|
|
||||||
# def main():
|
|
||||||
# game = WalleGame()
|
|
||||||
# game.update_window()
|
|
||||||
|
|
||||||
# smieciara_object = trashmaster(16,16,"./resources/textures/garbagetruck/trashmaster_blu.png")
|
|
||||||
# game.draw_object(smieciara_object, (100, 100))
|
|
||||||
|
|
||||||
# #house_object = House(20, 20)
|
|
||||||
# # Test draw house object
|
|
||||||
# #game.draw_object(house_object, (20,20))
|
|
||||||
|
|
||||||
# game.update_window()
|
|
||||||
|
|
||||||
# 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()
|
|
||||||
|
|
||||||
start_node = (0, 0)
|
|
||||||
target_node = (2, 2)
|
|
||||||
find_path = BreadthSearchAlgorithm(start_node, target_node)
|
|
||||||
# create the game object
|
# create the game object
|
||||||
g = Game()
|
g = Game()
|
||||||
g.show_start_screen()
|
g.show_start_screen()
|
||||||
while True:
|
while True:
|
||||||
g.new()
|
|
||||||
path_found = find_path.bfs()
|
|
||||||
g.run()
|
g.run()
|
||||||
g.show_go_screen()
|
g.show_go_screen()
|
||||||
|
67
map.py
67
map.py
@ -1,67 +0,0 @@
|
|||||||
import pygame as pg
|
|
||||||
from settings import *
|
|
||||||
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
|
|
||||||
|
|
||||||
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)
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
24
map/camera.py
Normal file
24
map/camera.py
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
from settings import *
|
||||||
|
|
||||||
|
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)
|
16
map/map.py
Normal file
16
map/map.py
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
from map import map_utils
|
||||||
|
from map import map_pattern
|
||||||
|
import pygame as pg
|
||||||
|
from settings import *
|
||||||
|
|
||||||
|
def get_tiles():
|
||||||
|
array = map_utils.generate_map()
|
||||||
|
pattern = map_pattern.get_pattern()
|
||||||
|
tiles = map_utils.get_sprites(array, pattern)
|
||||||
|
return tiles, array
|
||||||
|
|
||||||
|
def render_tiles(tiles, screen, camera, debug=False):
|
||||||
|
for tile in tiles:
|
||||||
|
screen.blit(tile.image, camera.apply_rect(tile.rect))
|
||||||
|
if debug:
|
||||||
|
pg.draw.rect(screen, RED, camera.apply_rect(tile.rect), 1)
|
@ -7,11 +7,11 @@ TEXTURES_DIR = HERE_DIR.rpartition(os.sep)[0]+"\\resources\\textures"
|
|||||||
ROAD_DIR = TEXTURES_DIR+"\\road\\"
|
ROAD_DIR = TEXTURES_DIR+"\\road\\"
|
||||||
BUILDING_DIR = TEXTURES_DIR+"\\buliding\\"
|
BUILDING_DIR = TEXTURES_DIR+"\\buliding\\"
|
||||||
|
|
||||||
def loadImg(path):
|
def load_img(path):
|
||||||
return pg.image.load(path)
|
return pg.image.load(path)
|
||||||
|
|
||||||
def getPattern():
|
def get_pattern():
|
||||||
return {
|
return {
|
||||||
0: loadImg(ROAD_DIR+"GTA2_TILE_257.bmp"),
|
0: load_img(ROAD_DIR+"GTA2_TILE_257.bmp"),
|
||||||
1: loadImg(BUILDING_DIR+"GTA2_TILE_187.bmp"),
|
1: load_img(BUILDING_DIR+"GTA2_TILE_187.bmp"),
|
||||||
}
|
}
|
@ -1,16 +1,16 @@
|
|||||||
import random
|
import random
|
||||||
import pygame as pg
|
import pygame as pg
|
||||||
from settings import *
|
from settings import *
|
||||||
from map_new.tile import Tile
|
from map.tile import Tile
|
||||||
|
|
||||||
# tworzenie pustego arraya o podanych wymiarach
|
# tworzenie pustego arraya o podanych wymiarach
|
||||||
def getBlankMapArray():
|
def get_blank_map_array():
|
||||||
map = [[0 for x in range(0,MAP_WIDTH)] for y in range (0,MAP_HEIGHT)]
|
map = [[0 for x in range(0,MAP_WIDTH)] for y in range (0,MAP_HEIGHT)]
|
||||||
return map
|
return map
|
||||||
|
|
||||||
# generowanie obiektow na mapie
|
# generowanie obiektow na mapie
|
||||||
def generateMap():
|
def generate_map():
|
||||||
map = getBlankMapArray()
|
map = get_blank_map_array()
|
||||||
for i in range(0, 20):
|
for i in range(0, 20):
|
||||||
x = random.randint(0, MAP_WIDTH-1)
|
x = random.randint(0, MAP_WIDTH-1)
|
||||||
y = random.randint(0, MAP_HEIGHT-1)
|
y = random.randint(0, MAP_HEIGHT-1)
|
||||||
@ -18,7 +18,7 @@ def generateMap():
|
|||||||
return map
|
return map
|
||||||
|
|
||||||
# tworzenie grup sprite'ow
|
# tworzenie grup sprite'ow
|
||||||
def getSprites(map, pattern):
|
def get_sprites(map, pattern):
|
||||||
roadTiles = pg.sprite.Group()
|
roadTiles = pg.sprite.Group()
|
||||||
wallTiles = pg.sprite.Group()
|
wallTiles = pg.sprite.Group()
|
||||||
|
|
||||||
@ -36,6 +36,29 @@ def getSprites(map, pattern):
|
|||||||
|
|
||||||
return roadTiles, wallTiles
|
return roadTiles, wallTiles
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -1,16 +0,0 @@
|
|||||||
from map_new import map_utils
|
|
||||||
from map_new import map_pattern
|
|
||||||
import pygame as pg
|
|
||||||
from settings import *
|
|
||||||
|
|
||||||
def getTiles():
|
|
||||||
array = map_utils.generateMap()
|
|
||||||
pattern = map_pattern.getPattern()
|
|
||||||
tiles = map_utils.getSprites(array, pattern)
|
|
||||||
return tiles, array
|
|
||||||
|
|
||||||
def renderTiles(tiles, screen, camera, debug=False):
|
|
||||||
for tile in tiles:
|
|
||||||
screen.blit(tile.image, camera.apply_rect(tile.rect))
|
|
||||||
if debug:
|
|
||||||
pg.draw.rect(screen, RED, camera.apply_rect(tile.rect), 1)
|
|
@ -1,2 +0,0 @@
|
|||||||
<?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"/>
|
|
@ -1,142 +0,0 @@
|
|||||||
<?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"/>
|
|
||||||
</tile>
|
|
||||||
<tile id="20">
|
|
||||||
<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"/>
|
|
||||||
</tile>
|
|
||||||
<tile id="23">
|
|
||||||
<image width="64" height="64" source="road/GTA2_TILE_803.bmp"/>
|
|
||||||
</tile>
|
|
||||||
<tile id="24">
|
|
||||||
<image width="64" height="64" source="road/GTA2_TILE_806.bmp"/>
|
|
||||||
</tile>
|
|
||||||
<tile id="25">
|
|
||||||
<image width="64" height="64" source="road/GTA2_TILE_807.bmp"/>
|
|
||||||
</tile>
|
|
||||||
<tile id="26">
|
|
||||||
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|
||||||
<object id="155" name="trashbin_small" x="960" y="1648" width="16" height="16"/>
|
|
||||||
<object id="156" name="trashbin_small" x="832" y="1648" width="16" height="16"/>
|
|
||||||
<object id="157" name="trashbin_small" x="896" y="1776" width="16" height="16"/>
|
|
||||||
<object id="158" name="trashbin_small" x="1088" y="1776" width="16" height="16"/>
|
|
||||||
<object id="159" name="trashbin_small" x="1280" y="1776" width="16" height="16"/>
|
|
||||||
<object id="160" name="trashbin_small" x="1408" y="1776" width="16" height="16"/>
|
|
||||||
<object id="161" name="trashbin_small" x="1152" y="1520" width="16" height="16"/>
|
|
||||||
<object id="162" name="trashbin_small" x="1408" y="1456" width="16" height="16"/>
|
|
||||||
<object id="163" name="trashbin_small" x="1664" y="1456" width="16" height="16"/>
|
|
||||||
<object id="164" name="trashbin_small" x="1664" y="1648" width="16" height="16"/>
|
|
||||||
<object id="165" name="trashbin_small" x="1664" y="1328" width="16" height="16"/>
|
|
||||||
<object id="166" name="trashbin_small" x="1600" y="1200" width="16" height="16"/>
|
|
||||||
<object id="167" name="trashbin_small" x="1344" y="1200" width="16" height="16"/>
|
|
||||||
<object id="168" name="trashbin_small" x="1728" y="1072" width="16" height="16"/>
|
|
||||||
<object id="169" name="trashbin_small" x="1152" y="1200" width="16" height="16"/>
|
|
||||||
<object id="170" name="trashbin_small" x="832" y="1520" width="16" height="16"/>
|
|
||||||
<object id="171" name="trashbin_big" x="320" y="352" width="32" height="32"/>
|
|
||||||
<object id="173" name="trashbin_big" x="576" y="224" width="32" height="32"/>
|
|
||||||
<object id="174" name="trashbin_big" x="128" y="544" width="32" height="32"/>
|
|
||||||
<object id="175" name="trashbin_small" x="704" y="304" width="16" height="16"/>
|
|
||||||
<object id="176" name="trashbin_big" x="896" y="416" width="32" height="32"/>
|
|
||||||
<object id="177" name="trashbin_big" x="1024" y="224" width="32" height="32"/>
|
|
||||||
<object id="178" name="trashbin_big" x="1216" y="672" width="32" height="32"/>
|
|
||||||
<object id="179" name="trashbin_big" x="1344" y="800" width="32" height="32"/>
|
|
||||||
<object id="180" name="trashbin_big" x="1728" y="928" width="32" height="32"/>
|
|
||||||
<object id="181" name="trashbin_big" x="1536" y="1056" width="32" height="32"/>
|
|
||||||
<object id="182" name="trashbin_big" x="960" y="1056" width="32" height="32"/>
|
|
||||||
<object id="183" name="trashbin_big" x="448" y="1248" width="32" height="32"/>
|
|
||||||
<object id="184" name="trashbin_big" x="768" y="1440" width="32" height="32"/>
|
|
||||||
<object id="185" name="trashbin_big" x="320" y="1696" width="32" height="32"/>
|
|
||||||
<object id="186" name="trashbin_big" x="640" y="1760" width="32" height="32"/>
|
|
||||||
<object id="187" name="trashbin_big" x="1088" y="1440" width="32" height="32"/>
|
|
||||||
<object id="188" name="trashbin_big" x="1344" y="1632" width="32" height="32"/>
|
|
||||||
<object id="189" name="trashbin_big" x="1664" y="1696" width="32" height="32"/>
|
|
||||||
<object id="190" name="trashbin_big" x="1536" y="1312" width="32" height="32"/>
|
|
||||||
<object id="191" name="trashbin_big" x="1280" y="1376" width="32" height="32"/>
|
|
||||||
<object id="192" name="drop_off" x="128" y="192" width="64" height="128"/>
|
|
||||||
</objectgroup>
|
|
||||||
</map>
|
|
@ -1,31 +0,0 @@
|
|||||||
<?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>
|
|
@ -1,7 +1,5 @@
|
|||||||
import pygame as pg
|
import pygame as pg
|
||||||
|
|
||||||
vec = pg.math.Vector2
|
|
||||||
|
|
||||||
#colors
|
#colors
|
||||||
LIGHTGREY = (100, 100, 100)
|
LIGHTGREY = (100, 100, 100)
|
||||||
CYAN = (0, 255, 255)
|
CYAN = (0, 255, 255)
|
||||||
|
163
sprites.py
163
sprites.py
@ -1,163 +0,0 @@
|
|||||||
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.wallTiles, 'x')
|
|
||||||
self.hit_rect.centery = self.pos.y
|
|
||||||
collide_with_walls(self, self.game.wallTiles, '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
|
|
18
trash.py
18
trash.py
@ -1,18 +0,0 @@
|
|||||||
import pygame.image
|
|
||||||
|
|
||||||
class trash(pygame.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()
|
|
Loading…
Reference in New Issue
Block a user