Conflicts:
	common/constants.py
	logic/game.py
	logic/grid.py
	models/knight.py
This commit is contained in:
XsedoX 2022-04-11 17:54:00 +02:00
commit e2fad68813
31 changed files with 544 additions and 316 deletions

120
algorithms/bfs.py Normal file
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@ -0,0 +1,120 @@
from __future__ import annotations
from typing import List
from common.constants import ACTION, Direction, ROWS, COLUMNS
class State:
def __init__(self, row, column, direction):
self.row = row
self.column = column
self.direction = direction
class Node:
def __init__(self, state, parent=None, action=None):
self.state = state
self.parent = parent
self.action = action
def goal_test(goal_list, state: State):
if (state.row, state.column) in goal_list:
return True
return False
def get_successors(state: State, map):
successors = list()
state_left = State(state.row, state.column, state.direction.left())
successors.append((ACTION.get("rotate_left"), state_left))
state_right = State(state.row, state.column, state.direction.right())
successors.append((ACTION.get("rotate_right"), state_right))
target = go(state.row, state.column, state.direction)
if is_valid_move(map, target[0], target[1]):
state_go = State(target[0], target[1], state.direction)
successors.append((ACTION.get("go"), state_go))
return successors
def graphsearch(initial_state: State, map, goal_list, fringe: List[Node] = None, explored: List[Node] = None):
# fringe and explored initialization
if fringe is None:
fringe = list()
if explored is None:
explored = list()
explored_states = set()
fringe_states = set()
# root Node
fringe.append(Node(initial_state))
fringe_states.add((initial_state.row, initial_state.column, initial_state.direction))
while True:
# fringe empty -> solution not found
if not any(fringe):
print("Brak rozwiazania")
return []
# get first element from fringe
element = fringe.pop(0)
fringe_states.remove((element.state.row, element.state.column, element.state.direction))
# if solution was found, prepare and return actions sequence
if goal_test(goal_list, element.state):
actions_sequence = [element.action]
parent = element.parent
while parent is not None:
# root's action will be None, don't add it
if parent.action is not None:
actions_sequence.append(parent.action)
parent = parent.parent
actions_sequence.reverse()
return actions_sequence
# add current node to explored (prevents infinite cycles)
explored.append(element)
explored_states.add((element.state.row, element.state.column, element.state.direction))
# loop through every possible next action
for successor in get_successors(element.state, map):
# make sure not to fall into a cycle
successor_state = (successor[1].row, successor[1].column, successor[1].direction)
if successor_state not in fringe_states and successor_state not in explored_states:
# create new Node and add it at the end of fringe
new_node = Node(state=successor[1],
parent=element,
action=successor[0])
fringe.append(new_node)
fringe_states.add((new_node.state.row, new_node.state.column, new_node.state.direction))
# TEMPORARY METHOD
def go(row, column, direction):
target = tuple()
if direction == Direction.RIGHT:
target = row, column + 1
elif direction == Direction.LEFT:
target = row, column - 1
elif direction == Direction.UP:
target = row - 1, column
elif direction == Direction.DOWN:
target = row + 1, column
return target
def is_valid_move(map, target_row, target_column):
if 0 <= target_row < ROWS and 0 <= target_column < COLUMNS and map[target_row][target_column] == ' ':
return True
return False

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@ -1,38 +1,66 @@
from enum import Enum
GAME_TITLE = 'WMICraft'
WINDOW_HEIGHT = 800
WINDOW_WIDTH = 1360
FPS_COUNT = 60
TURN_INTERVAL = 1000
GRID_CELL_PADDING = 5
GRID_CELL_WIDTH = 36
GRID_CELL_HEIGHT = 36
GRID_CELL_SIZE = 36
ROWS = 19
COLUMNS = 24
BORDER_WIDTH = 10
BORDER_RADIUS = 5
FPS_COUNT = 60
KNIGHTS_SPAWN_WIDTH = 4
KNIGHTS_SPAWN_HEIGHT = 7
LEFT_KNIGHTS_SPAWN_FIRST_ROW = 6
LEFT_KNIGHTS_SPAWN_FIRST_COL = 0
RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
NBR_OF_WATER = 10
NBR_OF_TREES = 16
CASTLE_SPAWN_WIDTH = 6
CASTLE_SPAWN_HEIGHT = 5
CASTLE_SPAWN_FIRST_ROW = 7
CASTLE_SPAWN_FIRST_COL = 9
NBR_OF_WATER = 16
NBR_OF_TREES = 20
NBR_OF_MONSTERS = 2
TILES = [
'grass1.png',
'grass2.png',
'grass3.png',
# 'grass4.png',
# 'grass5.png',
# 'grass6.png',
'grass4.png',
'sand.png',
'water.png',
'grass_with_tree.jpg',
]
class Direction(Enum):
UP = 0
RIGHT = 1
DOWN = 2
LEFT = 3
def right(self):
v = (self.value + 1) % 4
return Direction(v)
def left(self):
v = (self.value - 1) % 4
return Direction(v)
ACTION = {
"rotate_left": -1,
"rotate_right": 1,
"go": 0,
}
#HEALTH_BAR
BAR_ANIMATION_SPEED = 1

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@ -1,4 +1,5 @@
import pygame
from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE, COLUMNS, ROWS
def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
@ -10,3 +11,37 @@ def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
def print_numbers():
display_surface = pygame.display.get_surface()
font = pygame.font.SysFont('Arial', 16)
for row_index in range(ROWS):
for col_index in range(COLUMNS):
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * col_index + GRID_CELL_PADDING + 7
y = (GRID_CELL_PADDING + GRID_CELL_SIZE) * row_index + GRID_CELL_PADDING + 16
display_surface.blit(font.render(f'[{col_index}, {row_index}]', True, (255, 0, 0)), (x, y))
pygame.display.update()
# parse array index to screen x or y coordinate
def parse_cord(cord):
return (GRID_CELL_PADDING + GRID_CELL_SIZE) * cord + GRID_CELL_PADDING + 7
def castle_neighbors(map, castle_bottom_right_row, castle_bottom_right_col):
neighbors = []
for row_add in range(-2, 2):
new_row = castle_bottom_right_row + row_add
if 0 <= new_row <= len(map) - 1:
for col_add in range(-2, 2):
new_col = castle_bottom_right_col + col_add
if 0 <= new_col <= len(map) - 1:
if (new_col == castle_bottom_right_col - 1 and new_row == castle_bottom_right_row - 1) \
or (new_col == castle_bottom_right_col and new_row == castle_bottom_right_row - 1) \
or (new_col == castle_bottom_right_col - 1 and new_row == castle_bottom_right_row) \
or (new_col == castle_bottom_right_col and new_row == castle_bottom_right_row):
continue
neighbors.append((new_col, new_row))
return neighbors

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@ -1,28 +0,0 @@
import pygame
from logic.exceptions import FieldNotWalkable
class Field(pygame.sprite.Sprite):
def __init__(self, texture_path, converted_texture, img, rect, row=0, column=0):
super().__init__()
self.texture_path = texture_path
self.converted_texture = converted_texture
self.image = img
self.row = row
self.column = column
self.rect = rect
self.busy = False
self.busy_detection()
def busy_detection(self):
if self.texture_path == 'water.png' or self.texture_path == 'grass_with_tree.jpg':
self.busy = True
def put_on(self, obj): # ustawia objekt na srodku pola
if not self.busy:
obj.rect = obj.rect.clamp(self.rect)
self.busy = True
obj.update()
else:
raise FieldNotWalkable

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@ -2,19 +2,14 @@ import sys
import pygame
from common.colors import FONT_DARK, WHITE
from common.constants import *
from common.helpers import draw_text
from logic.knights_queue import KnightsQueue
from models.castle import Castle
from models.knight import Knight
from models.monster import Monster
from common.helpers import print_numbers
from logic.level import Level
from ui.logs import Logs
from ui.screens.credits import Credits
from ui.screens.main_menu import MainMenu
from ui.screens.options import Options
from ui.stats import Stats
from .grid import Grid
from .spawner import Spawner
class Game:
@ -26,99 +21,31 @@ class Game:
self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
self.clock = pygame.time.Clock()
self.tiles = []
for tile_path in TILES:
converted_tile = pygame.image.load('resources/textures/' + tile_path).convert_alpha()
self.tiles.append((tile_path, converted_tile))
self.bg = pygame.image.load("./resources/textures/bg.jpg")
self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
click = False
self.level = Level(self.screen)
def main_menu(self):
while True:
self.screen.blit(self.bg, (0, 0))
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(800, 100, 400, 500), 0, 5)
draw_text('MAIN MENU', FONT_DARK, self.screen, 850, 150, 30, True)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(850, 250, 300, 50)
button_2 = pygame.Rect(850, 350, 300, 50)
button_3 = pygame.Rect(850, 450, 300, 50)
if button_1.collidepoint((mx, my)):
if click:
self.game()
if button_2.collidepoint((mx, my)):
if click:
self.screens['options'].display_screen()
if button_3.collidepoint((mx, my)):
if click:
self.screens['credits'].display_screen()
pygame.draw.rect(self.screen, (0, 191, 255), button_1, 0, 4)
draw_text('PLAY', WHITE, self.screen, 870, 255)
pygame.draw.rect(self.screen, (0, 191, 255), button_2, 0, 4)
draw_text('OPTIONS', WHITE, self.screen, 870, 355)
pygame.draw.rect(self.screen, (0, 191, 255), button_3, 0, 4)
draw_text('CREDITS', WHITE, self.screen, 870, 455)
click = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
self.clock.tick(60)
menu = MainMenu(self.screen, self.clock, self.bg,
self.game,
self.screens['options'].display_screen,
self.screens['credits'].display_screen)
menu.display_screen()
def game(self):
running = True
grid = Grid(self.tiles)
stats = Stats()
logs = Logs()
knights_sprite_group = pygame.sprite.Group()
monsters_sprite_group = pygame.sprite.Group()
castle_sprite_group = pygame.sprite.Group()
# setup clock for rounds
NEXT_TURN = pygame.USEREVENT + 1
pygame.time.set_timer(NEXT_TURN, TURN_INTERVAL)
knights_left = self.generate_knights_team(knights_sprite_group)
knights_right = self.generate_knights_team(knights_sprite_group)
knights_queue = KnightsQueue(knights_left, knights_right)
spawn_left_team = Spawner(grid, knights_left, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL)
spawn_right_team = Spawner(grid, knights_right, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
RIGHT_KNIGHTS_SPAWN_FIRST_ROW,
RIGHT_KNIGHTS_SPAWN_FIRST_COL)
spawn_left_team.spawn()
spawn_right_team.spawn()
spawned_monsters = self.generate_monster(monsters_sprite_group)
monster_spawn = Spawner(grid, spawned_monsters, spawn_where_possible=True)
monster_spawn.spawn()
spawned_castle = self.generate_castle(castle_sprite_group)
castle_spawn = Spawner(grid, [spawned_castle], CASTLE_SPAWN_WIDTH, CASTLE_SPAWN_HEIGHT,
CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL)
castle_spawn.spawn()
# grid.put_on_tile(0, 0, knights_left[0])
# create level
self.level.create_map()
print_numbers_flag = False
running = True
while running:
self.screen.blit(self.bg, (0, 0))
@ -129,37 +56,18 @@ class Game:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
if event.key == 110: # clicked n letter on keyboard
print_numbers_flag = not print_numbers_flag
if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
self.level.handle_turn()
grid.update(self.screen)
stats.draw(self.screen)
logs.draw(self.screen)
knights_sprite_group.draw(self.screen)
monsters_sprite_group.draw(self.screen)
castle_sprite_group.draw(self.screen)
self.level.update()
if print_numbers_flag:
print_numbers()
pygame.display.update()
self.clock.tick(FPS_COUNT)
@staticmethod
def generate_knights_team(knights_sprite_group):
knights = []
for i in range(4):
knight = Knight("./resources/textures/knight.png")
knights.append(knight)
knights_sprite_group.add(knight)
return knights
@staticmethod
def generate_monster(monsters_sprite_group):
monsters = []
for i in range(2):
monster = Monster()
monsters.append(monster)
monsters_sprite_group.add(monster)
return monsters
@staticmethod
def generate_castle(castle_sprite_group):
castle = Castle()
castle_sprite_group.add(castle)
return castle

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@ -1,86 +0,0 @@
import random
import numpy as np
import pygame
from common.constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, \
BORDER_RADIUS, NBR_OF_TREES, NBR_OF_WATER
from .exceptions import FieldNotWalkable
from .field import Field
class Grid:
def __init__(self, textures):
self.textures = textures
self.grid = []
self.free_fields = []
self.busy_fields = []
podkladka = np.zeros((ROWS, COLUMNS))
for drzewa in range(0, NBR_OF_TREES):
rzad = random.randint(0, ROWS - 1)
kolumna = random.randint(0, COLUMNS - 1)
if podkladka[rzad][kolumna] == 0:
podkladka[rzad][kolumna] = 1
else:
drzewa = drzewa - 1
for i in range(0, NBR_OF_WATER):
rzad = random.randint(0, ROWS - 1)
kolumna = random.randint(0, COLUMNS - 1)
if podkladka[rzad][kolumna] == 0:
podkladka[rzad][kolumna] = 2
else:
drzewa = drzewa - 1
for row in range(ROWS):
self.grid.append([])
for column in range(COLUMNS):
box_rect = [(GRID_CELL_PADDING + GRID_CELL_WIDTH) * column + GRID_CELL_PADDING + 7,
(GRID_CELL_PADDING + GRID_CELL_HEIGHT) * row + GRID_CELL_PADDING + 7,
GRID_CELL_WIDTH,
GRID_CELL_HEIGHT]
if podkladka[row][column] == 1:
texture_path, converted_texture = self.textures[-1]
elif podkladka[row][column] == 2:
texture_path, converted_texture = self.textures[-2]
else:
texture_path, converted_texture = self.get_random_texture()
field = Field(
texture_path,
converted_texture,
pygame.transform.scale(converted_texture,
(GRID_CELL_WIDTH,
GRID_CELL_HEIGHT)),
pygame.Rect(box_rect),
row=row,
column=column
)
if field.busy:
self.busy_fields.append(field)
else:
self.free_fields.append(field)
self.grid[row].append(pygame.sprite.GroupSingle(field))
def update(self, screen):
self.draw(screen)
def get_random_texture(self):
texture_index = random.randint(0, len(self.textures) - 3)
return self.textures[texture_index]
def get_tile(self, row, column):
return self.grid[row][column].sprite # iteruj kolumny i wiersze od 0
def put_on_tile(self, row, column, obj): # iteruj kolumny i wiersze od 0
try:
self.get_tile(row, column).put_on(obj)
except FieldNotWalkable:
print("Field busy")
def draw(self, screen):
bg_width = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH
bg_height = (GRID_CELL_PADDING + GRID_CELL_HEIGHT) * ROWS + BORDER_WIDTH
pygame.draw.rect(screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS)
for fields_row in self.grid:
for fields in fields_row:
fields.draw(screen)

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logic/level.py Normal file
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@ -0,0 +1,144 @@
import random
import pygame
from algorithms.bfs import graphsearch, State
from common.constants import *
from common.helpers import castle_neighbors
from logic.knights_queue import KnightsQueue
from logic.spawner import Spawner
from models.castle import Castle
from models.knight import Knight
from models.monster import Monster
from models.tile import Tile
class Level:
def __init__(self, screen):
self.screen = screen
# sprite group setup
self.sprites = pygame.sprite.Group()
self.map = [[' ' for x in range(COLUMNS)] for y in range(ROWS)]
self.list_knights_blue = []
self.list_knights_red = []
self.list_monsters = []
self.list_castles = []
self.knights_queue = None
def create_map(self):
self.generate_map()
self.setup_base_tiles()
self.setup_objects()
self.knights_queue = KnightsQueue(self.list_knights_blue, self.list_knights_red)
def generate_map(self):
spawner = Spawner(self.map)
spawner.spawn_where_possible(['w' for x in range(NBR_OF_WATER)])
spawner.spawn_where_possible(['t' for x in range(NBR_OF_TREES)])
spawner.spawn_in_area(['k_b' for x in range(4)], LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL,
KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
spawner.spawn_in_area(['k_r' for x in range(4)], RIGHT_KNIGHTS_SPAWN_FIRST_ROW, RIGHT_KNIGHTS_SPAWN_FIRST_COL,
KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
spawner.spawn_in_area(['c'], CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL, CASTLE_SPAWN_WIDTH,
CASTLE_SPAWN_HEIGHT, 2)
spawner.spawn_where_possible(['m' for x in range(NBR_OF_MONSTERS)])
def setup_base_tiles(self):
textures = []
for texture_path in TILES:
converted_texture = pygame.image.load('resources/textures/' + texture_path).convert_alpha()
converted_texture = pygame.transform.scale(converted_texture, (40, 40))
textures.append((texture_path, converted_texture))
for row_index, row in enumerate(self.map):
for col_index, col in enumerate(row):
# add base tiles, e.g. water, tree, grass
if col == "w":
texture_index = 5
texture_surface = textures[texture_index][1]
Tile((col_index, row_index), texture_surface, self.sprites, 'w')
elif col == "t":
texture_index = 6
texture_surface = textures[texture_index][1]
Tile((col_index, row_index), texture_surface, self.sprites, 't')
else:
texture_index = random.randint(0, 4)
texture_surface = textures[texture_index][1]
Tile((col_index, row_index), texture_surface, self.sprites)
def setup_objects(self):
castle_count = 0 # TODO: find some smarter method to print castle
for row_index, row in enumerate(self.map):
print(row)
for col_index, col in enumerate(row):
# add objects, e.g. knights, monsters, castle
if col == "k_b":
knight = Knight((col_index, row_index), self.sprites, "blue")
self.map[row_index][col_index] = knight
self.list_knights_blue.append(knight)
elif col == "k_r":
knight = Knight((col_index, row_index), self.sprites, "red")
self.map[row_index][col_index] = knight
self.list_knights_red.append(knight)
elif col == "m":
monster = Monster((col_index, row_index), self.sprites)
self.map[row_index][col_index] = monster
self.list_monsters.append(monster)
elif col == "c":
castle_count += 1
if castle_count == 4:
castle = Castle((col_index, row_index), self.sprites)
self.map[row_index][col_index] = castle
self.list_castles.append(castle)
def handle_turn(self):
print("next turn")
current_knight = self.knights_queue.dequeue_knight()
knight_pos_x = current_knight.position[0]
knight_pos_y = current_knight.position[1]
state = State(knight_pos_y, knight_pos_x, current_knight.direction)
castle_cords = (self.list_castles[0].position[0], self.list_castles[0].position[1])
goal_list = castle_neighbors(self.map, castle_cords[0], castle_cords[1]) # list of castle neighbors
action_list = graphsearch(state, self.map, goal_list)
print(action_list)
if len(action_list) == 0:
return
next_action = action_list.pop(0)
if next_action == ACTION.get("rotate_left"):
current_knight.rotate_left()
elif next_action == ACTION.get("rotate_right"):
current_knight.rotate_right()
elif next_action == ACTION.get("go"):
current_knight.step_forward()
self.map[knight_pos_y][knight_pos_x] = ' '
# update knight on map
if current_knight.direction.name == 'UP':
self.map[knight_pos_y - 1][knight_pos_x] = current_knight
elif current_knight.direction.name == 'RIGHT':
self.map[knight_pos_y][knight_pos_x + 1] = current_knight
elif current_knight.direction.name == 'DOWN':
self.map[knight_pos_y + 1][knight_pos_x] = current_knight
elif current_knight.direction.name == 'LEFT':
self.map[knight_pos_y][knight_pos_x - 1] = current_knight
def update(self):
bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS)
# update and draw the game
self.sprites.draw(self.screen)

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@ -1,36 +1,33 @@
import random
from common.constants import GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT
from common.constants import COLUMNS, ROWS
class Spawner:
def __init__(self, grid, objs_to_spawn_list: list, spawn_area_width=0, spawn_area_height=0, spawn_area_pos_row=0,
spawn_area_pos_column=0, spawn_where_possible=False): # kolumny i wiersze liczymy od 0;
self.objs_to_spawn_list = objs_to_spawn_list
self.spawn_area_width = spawn_area_width
self.spawn_area_height = spawn_area_height
self.spawn_area_pos_row = spawn_area_pos_row
self.spawn_area_pos_column = spawn_area_pos_column
self.grid = grid
self.spawn_where_possible = spawn_where_possible
def __init__(self, map):
self.map = map
def spawn(self):
if self.spawn_where_possible:
possible_fields = self.grid.free_fields
else:
possible_fields = []
for field in self.grid.free_fields:
if (self.spawn_area_pos_column <= field.column < (self.spawn_area_width + self.spawn_area_pos_column)) \
and (self.spawn_area_pos_row <= field.row < (self.spawn_area_height + self.spawn_area_pos_row)):
possible_fields.append(field)
def __is_free_field(self, field):
return field == ' '
for obj in self.objs_to_spawn_list:
ran_index = random.randint(0, len(possible_fields)-1)
ran_field = possible_fields[ran_index]
ran_field.busy = True
obj.rect = obj.rect.clamp(ran_field)
self.grid.busy_fields.append(ran_field)
if ran_field in self.grid.free_fields:
self.grid.free_fields.remove(ran_field)
if ran_field in possible_fields:
possible_fields.remove(ran_field)
obj.update()
def spawn_in_area(self, objects: list, spawn_area_pos_row=0, spawn_area_pos_column=0, spawn_area_width=0,
spawn_area_height=0, size=1):
spawned_objects_count = 0
while spawned_objects_count != len(objects):
x = random.randint(0, spawn_area_height) + spawn_area_pos_row
y = random.randint(0, spawn_area_width) + spawn_area_pos_column
if x < ROWS-1 and y < COLUMNS-1 and self.__is_free_field(self.map[x][y]):
for i in range(size):
for j in range(size):
self.map[x-i][y-j] = objects[spawned_objects_count]
spawned_objects_count += 1
def spawn_where_possible(self, objects: list):
spawned_objects_count = 0
while spawned_objects_count != len(objects):
x = random.randint(0, ROWS-1)
y = random.randint(0, COLUMNS-1)
if self.__is_free_field(self.map[x][y]):
self.map[x][y] = objects[spawned_objects_count]
spawned_objects_count += 1

View File

@ -1,15 +1,14 @@
import pygame.image
from common.helpers import parse_cord
class Castle(pygame.sprite.Sprite):
images = []
def __init__(self):
super().__init__()
self.image = pygame.image.load("./resources/textures/castle.png")
def __init__(self, position, group):
super().__init__(group)
self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha()
self.image = pygame.transform.scale(self.image, (78, 78))
self.images.append(self.image)
self.rect = self.image.get_rect()
castle_list = pygame.sprite.Group()
self.position = position
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(center=position_in_px)
self.health = 80

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@ -1,17 +1,58 @@
import pygame.image
import random
from common.constants import GRID_CELL_SIZE, Direction
from common.helpers import parse_cord
def load_knight_textures():
random_index = random.randint(1, 4)
states = [
pygame.image.load(f'resources/textures/knight_{random_index}_up.png').convert_alpha(), # up = 0
pygame.image.load(f'resources/textures/knight_{random_index}_right.png').convert_alpha(), # right = 1
pygame.image.load(f'resources/textures/knight_{random_index}_down.png').convert_alpha(), # down = 2
pygame.image.load(f'resources/textures/knight_{random_index}_left.png').convert_alpha(), # left = 3
]
return states
class Knight(pygame.sprite.Sprite):
def __init__(self, img):
super().__init__()
self.images = []
self.image = pygame.image.load("./resources/textures/knight.png")
self.image = pygame.transform.scale(self.image, (40, 40))
self.images.append(self.image)
self.rect = self.image.get_rect()
def __init__(self, position, group, team):
super().__init__(group)
self.direction = Direction.DOWN
self.states = load_knight_textures()
self.image = self.states[self.direction.value]
self.position = position
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(topleft=position_in_px)
self.team = team
self.health = random.randint(7, 12)
self.attack = random.randint(4, 7)
self.defense = random.randint(1, 4)
self.points = 1
def rotate_left(self):
self.direction = self.direction.left()
self.image = self.states[self.direction.value]
def rotate_right(self):
self.direction = self.direction.right()
self.image = self.states[self.direction.value]
def step_forward(self):
if self.direction.name == 'UP':
self.position = (self.position[0], self.position[1] - 1)
self.rect.y = self.rect.y - GRID_CELL_SIZE - 5
elif self.direction.name == 'RIGHT':
self.position = (self.position[0] + 1, self.position[1])
self.rect.x = self.rect.x + GRID_CELL_SIZE + 5
elif self.direction.name == 'DOWN':
self.position = (self.position[0], self.position[1] + 1)
self.rect.y = self.rect.y + GRID_CELL_SIZE + 5
elif self.direction.name == 'LEFT':
self.position = (self.position[0] - 1, self.position[1])
self.rect.x = self.rect.x - GRID_CELL_SIZE - 5

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@ -1,47 +1,39 @@
import pygame.image
import random
from common.helpers import parse_cord
monster_images = [
pygame.image.load("./resources/textures/dragon2.png"),
pygame.image.load("./resources/textures/birb.png"),
pygame.image.load("./resources/textures/wolfart.png"),
pygame.image.load("./resources/textures/goblin.png"),
]
class Monster(pygame.sprite.Sprite):
monster_images = []
def __init__(self):
super().__init__()
self.monster_image1 = pygame.image.load("./resources/textures/dragon2.png")
self.monster_image1 = pygame.transform.scale(self.monster_image1, (40, 40))
self.monster_image2 = pygame.image.load("./resources/textures/birb.png")
self.monster_image2 = pygame.transform.scale(self.monster_image2, (40, 40))
self.monster_image3 = pygame.image.load("./resources/textures/wolfart.png")
self.monster_image3 = pygame.transform.scale(self.monster_image3, (40, 40))
self.monster_image4 = pygame.image.load("./resources/textures/goblin.png")
self.monster_image4 = pygame.transform.scale(self.monster_image4, (40, 40))
self.monster_images.append(self.monster_image1)
self.monster_images.append(self.monster_image2)
self.monster_images.append(self.monster_image3)
self.monster_images.append(self.monster_image4)
#self.images.append(self.image1)
self.image = random.choice(self.monster_images)
self.rect = self.image.get_rect()
monster_list = pygame.sprite.Group()
def __init__(self, position, group):
super().__init__(group)
self.image = random.choice(monster_images)
self.image = pygame.transform.scale(self.image, (40, 40))
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(topleft=position_in_px)
self.health = random.randrange(15, 25)
self.attack = random.randrange(2, 10)
if self.image == self.monster_images[0]:
if self.image == monster_images[0]:
self.health = 20
self.attack = 9
self.points = 10
elif self.image == self.monster_images[1]:
elif self.image == monster_images[1]:
self.health = 15
self.attack = 7
self.points = 7
elif self.image == self.monster_images[2]:
elif self.image == monster_images[2]:
self.health = 10
self.attack = 4
self.points = 4
elif self.image == self.monster_images[3]:
elif self.image == monster_images[3]:
self.health = 7
self.attack = 2
self.points = 2

12
models/tile.py Normal file
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import pygame
from common.helpers import parse_cord
class Tile(pygame.sprite.Sprite):
def __init__(self, position, image, group, tile_type=' '):
super().__init__(group)
self.image = image
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(topleft=position_in_px)
self.tile_type = tile_type

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@ -1,7 +1,7 @@
import pygame
from common.colors import FONT_DARK, ORANGE, WHITE
from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_SIZE, BORDER_WIDTH, BORDER_RADIUS
from common.helpers import draw_text
@ -10,7 +10,7 @@ class Logs:
self.grid = []
def draw(self, screen):
x = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH + 15
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
y = 470
# background

66
ui/screens/main_menu.py Normal file
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@ -0,0 +1,66 @@
import sys
import pygame
from common.colors import WHITE, FONT_DARK
from common.helpers import draw_text
from ui.screens.credits import Credits
from ui.screens.options import Options
from ui.screens.screen import Screen
class MainMenu(Screen):
def __init__(self, screen, clock, bg, btn_play_action, btn_options_action, btn_credits_action):
super().__init__('main_menu', screen, clock)
self.click = False
self.bg = bg
self.btn_play_action = btn_play_action
self.btn_options_action = btn_options_action
self.btn_credits_action = btn_credits_action
def display_screen(self):
running = True
while running:
self.screen.blit(self.bg, (0, 0))
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(800, 100, 400, 500), 0, 5)
draw_text('MAIN MENU', FONT_DARK, self.screen, 850, 150, 30, True)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(850, 250, 300, 50)
button_2 = pygame.Rect(850, 350, 300, 50)
button_3 = pygame.Rect(850, 450, 300, 50)
if button_1.collidepoint((mx, my)):
if self.click:
self.btn_play_action()
if button_2.collidepoint((mx, my)):
if self.click:
self.btn_options_action()
if button_3.collidepoint((mx, my)):
if self.click:
self.btn_credits_action()
pygame.draw.rect(self.screen, (0, 191, 255), button_1, 0, 4)
draw_text('PLAY', WHITE, self.screen, 870, 255)
pygame.draw.rect(self.screen, (0, 191, 255), button_2, 0, 4)
draw_text('OPTIONS', WHITE, self.screen, 870, 355)
pygame.draw.rect(self.screen, (0, 191, 255), button_3, 0, 4)
draw_text('CREDITS', WHITE, self.screen, 870, 455)
self.click = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
self.click = True
pygame.display.update()
self.clock.tick(60)

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@ -1,7 +1,7 @@
import pygame
from common.colors import FONT_DARK, ORANGE, WHITE, RED
from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_SIZE, BORDER_WIDTH, BORDER_RADIUS
from common.helpers import draw_text
@ -10,7 +10,7 @@ class Stats:
self.grid = []
def draw(self, screen):
x = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH + 15
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
y = 5
# background