147 lines
4.6 KiB
Python
147 lines
4.6 KiB
Python
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 sys
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from os import path
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import math
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from map import *
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from settings import *
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from map import map
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from map import map_utils
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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()
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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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pg.display.set_caption("Trashmaster")
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self.load_data()
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self.init_game()
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# because dont work without data.txt
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# self.init_bfs()
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# self.init_a_star()
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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
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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, 32)
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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.debug_mode = 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 = bfs.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 init_a_star(self):
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# szukanie sciezki na sztywno i wyprintowanie wyniku (tablica stringow)
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start_x = 0
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start_y = 0
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target_x = 6
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target_y = 2
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path = a_star.search_path(start_x, start_y, target_x, target_y, self.mapArray)
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print(path)
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def load_data(self):
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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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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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def run(self):
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# game loop - set self.playing = False to end the game
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self.playing = True
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while self.playing:
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self.dt = self.clock.tick(FPS) / 1000.0
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self.events()
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self.update()
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self.draw()
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def quit(self):
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pg.quit()
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sys.exit()
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def update(self):
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# update portion of the game loop
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self.agentSprites.update()
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self.camera.update(self.player)
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# pygame.display.update()
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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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#rerender map
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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.debug_mode)
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#rerender additional sprites
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for sprite in self.agentSprites:
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self.screen.blit(sprite.image, self.camera.apply(sprite))
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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()
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def events(self):
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for event in pg.event.get():
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if event.type == pg.QUIT:
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self.quit()
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if event.type == pg.KEYDOWN:
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if event.key == pg.K_ESCAPE:
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self.quit()
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if event.key == pg.K_h:
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self.debug_mode = not self.debug_mode
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if event.type == pg.MOUSEBUTTONUP:
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pos = pg.mouse.get_pos()
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offset_x, offset_y = self.camera.offset()
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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)
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if (actions != None):
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t = aiPlayer.aiPlayer(self.player, game=self)
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t.startAiController(actions)
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def show_start_screen(self):
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pass
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def show_go_screen(self):
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pass
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# create the game object
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if __name__ == "__main__":
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g = Game()
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g.show_start_screen()
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g.run()
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g.show_go_screen() |