dodanie min i kamieni
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assets/sounds/blowup.wav
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assets/sounds/blowup.wav
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assets/sounds/collision.wav
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assets/sounds/collision.wav
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assets/sounds/ledge.wav
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assets/sounds/ledge.wav
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assets/sounds/moving.wav
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assets/sounds/moving.wav
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assets/sounds/pickup.wav
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assets/sounds/pickup.wav
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assets/sprites/mine.png
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assets/sprites/mine.png
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assets/sprites/stone.png
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assets/sprites/stone.png
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@ -1,6 +1,93 @@
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import pygame
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from classes import system
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from random import randrange
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pygame.mixer.init()
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#mina
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class Mine:
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position_x:int
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position_y:int
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size:int
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difficulty:int = 1
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weight:float = 1.0
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image:pygame.surface.Surface
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def __init__(self,position_x, position_y, size):
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self.position_x=position_x
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self.position_y=position_y
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self.size=size
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self.image = pygame.image.load("assets/sprites/mine.png")
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self.image = pygame.transform.scale(self.image, (self.size, self.size))
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def draw(self, window):
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position_on_screen = (self.size*self.position_x, self.size*self.position_y)
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window.blit(self.image, position_on_screen)
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#mapa
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class Map:
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window:system.Window
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tile_size:int
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tiles_x:int
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tiles_y:int
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tile_palette:list
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terrain_matrix:list
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mines=[]
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def __init__(self, window:system.Window, tile_size:int=64, tiles_x:int=8, tiles_y:int=8):
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self.window = window
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self.tile_size = tile_size
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self.tiles_x = tiles_x
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self.tiles_y = tiles_y
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#dodanie grafik wszystkich typów terenu do jednej listy
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self.tile_palette=[None]*20
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image = pygame.image.load("assets/sprites/sand.png")
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image = pygame.transform.scale(image, (tile_size,tile_size))
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self.tile_palette[0]=image
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image = pygame.image.load("assets/sprites/stone.png")
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image = pygame.transform.scale(image, (tile_size,tile_size))
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self.tile_palette[10]=image
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def generate(self):
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#pygame.mixer.Channel(0).play(pygame.mixer.Sound("assets/music.ogg"), -1)
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#generowanie terenu
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matrix = []
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for i in range(self.tiles_y):
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matrix.append([])
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for j in range(self.tiles_x):
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#od liczby zależy jaki teren, np. 0 - piasek
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if randrange(10)==0:
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matrix[i].append(10)
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else:
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matrix[i].append(0)
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self.terrain_matrix = matrix
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for i in range(self.tiles_y):
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for j in range(self.tiles_x):
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if matrix[i][j]<10:
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if randrange(10)==0:
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mine = Mine(j, i, self.tile_size)
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self.mines.append(mine)
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def draw_tiles(self):
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#narysowanie na ekranie terenu
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for i in range(len(self.terrain_matrix)):
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for j in range(len(self.terrain_matrix[i])):
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self.window.window.blit(self.tile_palette[self.terrain_matrix[i][j]], (self.tile_size*j, self.tile_size*i))
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def draw_objects(self):
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for mine in self.mines:
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mine.draw(self.window.window)
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#saper
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class Minesweeper:
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size:int
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position_x:int
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@ -10,7 +97,12 @@ class Minesweeper:
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offset_x:int=0
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offset_y:int=0
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carried_objects=[]
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speed=1
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ability=1
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max_carried_weight=5.0
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def __init__(self, position_x=0, position_y=0, size=64):
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self.position_x=position_x
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@ -20,95 +112,94 @@ class Minesweeper:
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self.image = pygame.transform.scale(self.image, (self.size, self.size))
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self.rotated_image = self.image
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def update_offset(self, delta:float):
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def check_position(self, map:Map):
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for mine in map.mines:
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if (self.position_x, self.position_y) == (mine.position_x, mine.position_y):
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map.mines.remove(mine)
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pygame.mixer.Channel(1).play(pygame.mixer.Sound("assets/sounds/pickup.wav"))
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break
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def update_offset(self, delta:float, map):
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dist=round(self.speed*delta/8)
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finished=False
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if self.offset_x>0:
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self.offset_x-=dist
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if self.offset_x<0:
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self.offset_x=0
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if self.offset_x<=0:
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finished=True
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elif self.offset_x<0:
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self.offset_x+=dist
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if self.offset_x>0:
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self.offset_x=0
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if self.offset_x>=0:
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finished=True
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if self.offset_y>0:
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self.offset_y-=dist
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if self.offset_y<0:
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self.offset_y=0
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if self.offset_y<=0:
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finished=True
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elif self.offset_y<0:
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self.offset_y+=dist
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if self.offset_y>0:
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self.offset_y=0
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if self.offset_y>=0:
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finished=True
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def draw(self, window, delta:float):
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if finished:
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pygame.mixer.music.stop()
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self.offset_y=0
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self.offset_x=0
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self.check_position(map)
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def draw(self, window, delta:float, map):
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position_on_screen = (self.size*self.position_x + self.offset_x, self.size*self.position_y + self.offset_y)
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window.blit(self.rotated_image, position_on_screen)
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self.update_offset(delta)
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self.update_offset(delta, map)
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def move(self, dir:int):
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def move(self, map:Map, dir:int):
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#południe - 0
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#wschód - 90
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#północ - 180
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#zachód - 270
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if self.offset_x!=0 or self.offset_y!=0:
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return
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self.rotated_image = pygame.transform.rotate(self.image, dir)
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move_legal=True
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if dir==0:
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self.position_y+=1
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self.offset_y=-self.size
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if self.position_y+1 == map.tiles_y:
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move_legal=False
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elif map.terrain_matrix[self.position_y+1][self.position_x]>9:
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move_legal=False
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elif dir==180:
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self.position_y-=1
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self.offset_y=self.size
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if self.position_y-1 == -1:
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move_legal=False
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elif map.terrain_matrix[self.position_y-1][self.position_x]>9:
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move_legal=False
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elif dir==270:
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self.position_x-=1
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self.offset_x=self.size
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if self.position_x-1 == -1:
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move_legal=False
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elif map.terrain_matrix[self.position_y][self.position_x-1]>9:
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move_legal=False
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elif dir==90:
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self.position_x+=1
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self.offset_x=-self.size
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class Map:
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window:system.Window
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tile_size:int
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tiles_x:int
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tiles_y:int
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terrain_matrix:list
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tile_palette:list
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minesweeper:Minesweeper
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def __init__(self, window:system.Window, tile_size:int=64, tiles_x:int=8, tiles_y:int=8):
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self.window = window
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self.tile_size = tile_size
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self.tiles_x = tiles_x
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self.tiles_y = tiles_y
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#dodanie grafik wszystkich typów terenu do jednej listy
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self.tile_palette=[]
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image = pygame.image.load("assets/sprites/sand.png")
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image = pygame.transform.scale(image, (tile_size,tile_size))
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self.tile_palette.append(image)
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def generate(self):
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#generowanie terenu
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matrix = []
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for i in range(self.tiles_y):
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matrix.append([])
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for j in range(self.tiles_x):
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#od liczby zależy jaki teren, np. 0 - piasek
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matrix[i].append(0)
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self.terrain_matrix = matrix
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#generowanie objektów
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self.minesweeper = Minesweeper(0,0, self.tile_size)
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def draw_tiles(self):
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#narysowanie na ekranie terenu
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for i in range(len(self.terrain_matrix)):
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for j in range(len(self.terrain_matrix[i])):
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self.window.window.blit(self.tile_palette[self.terrain_matrix[i][j]], (self.tile_size*j, self.tile_size*i))
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def draw_objects(self, delta:float):
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self.minesweeper.draw(self.window.window, delta)
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if self.position_x+1 == map.tiles_x:
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move_legal=False
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elif map.terrain_matrix[self.position_y][self.position_x+1]>9:
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move_legal=False
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if move_legal:
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pygame.mixer.music.load("assets/sounds/moving.wav")
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pygame.mixer.music.set_volume(0.4)
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pygame.mixer.music.play()
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if dir==0:
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self.position_y+=1
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self.offset_y=-self.size
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elif dir==180:
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self.position_y-=1
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self.offset_y=self.size
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elif dir==270:
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self.position_x-=1
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self.offset_x=self.size
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elif dir==90:
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self.position_x+=1
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self.offset_x=-self.size
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else:
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pygame.mixer.music.load("assets/sounds/collision.wav")
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pygame.mixer.music.set_volume(0.6)
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pygame.mixer.music.play()
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main.py
25
main.py
@ -21,29 +21,32 @@ def main():
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map.generate()
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map.draw_tiles()
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#utworzenie sapera
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saper = minesweeper.Minesweeper(0,0, TILE_SIZE)
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#główna pętla
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game_loop = True
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clock = pygame.time.Clock()
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while game_loop:
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#ustalenie FPS, delta - czas od ostatniej klatki
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#wdrożenie FPS, delta - czas od ostatniej klatki
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delta = clock.tick(FPS)
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#sterowanie
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keys = pygame.key.get_pressed()
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not_moving = map.minesweeper.offset_x==0 and map.minesweeper.offset_y==0
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if keys[pygame.K_DOWN] and not_moving:
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map.minesweeper.move(0)
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elif keys[pygame.K_UP] and not_moving:
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map.minesweeper.move(180)
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elif keys[pygame.K_LEFT] and not_moving:
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map.minesweeper.move(270)
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elif keys[pygame.K_RIGHT] and not_moving:
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map.minesweeper.move(90)
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if keys[pygame.K_DOWN]:
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saper.move(map, 0)
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elif keys[pygame.K_UP]:
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saper.move(map, 180)
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elif keys[pygame.K_LEFT]:
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saper.move(map, 270)
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elif keys[pygame.K_RIGHT]:
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saper.move(map, 90)
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#narysowanie terenu i obiektów
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map.draw_tiles()
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map.draw_objects(delta)
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map.draw_objects()
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saper.draw(window.window, delta, map)
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#odświeżenie ekranu
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pygame.display.update()
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