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No commits in common. "master" and "knights_attack_v2" have entirely different histories.
master
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knights_at
@ -6,7 +6,7 @@ GAME_TITLE = 'WMICraft'
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WINDOW_HEIGHT = 800
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WINDOW_WIDTH = 1360
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FPS_COUNT = 60
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TURN_INTERVAL = 200
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TURN_INTERVAL = 100
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GRID_CELL_PADDING = 5
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GRID_CELL_SIZE = 36
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File diff suppressed because it is too large
Load Diff
@ -26,7 +26,7 @@ def parse_idx_of_opp_or_monster(s: str) -> int:
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class DecisionTree:
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def __init__(self) -> None:
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data_frame = pd.read_csv('learning/dataset_tree_1000.csv', delimiter=';')
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data_frame = pd.read_csv('learning/dataset_tree.csv', delimiter=';')
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unlabeled_goals = data_frame['goal']
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self.goals_label_encoder = LabelEncoder()
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self.goals = self.goals_label_encoder.fit_transform(unlabeled_goals)
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@ -45,7 +45,6 @@ class Game:
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# create level
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level.create_map()
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stats = Stats(self.screen, level.list_knights_blue, level.list_knights_red)
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level.setup_stats(stats)
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print_numbers_flag = False
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running = True
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118
logic/level.py
118
logic/level.py
@ -31,15 +31,6 @@ class Level:
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self.knights_queue = None
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self.stats = None
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def setup_stats(self, stats):
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self.stats = stats
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def add_points(self, team, points_to_add):
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if self.stats is not None:
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self.stats.add_points(team, points_to_add)
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def create_map(self):
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self.map = import_random_map()
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self.setup_base_tiles()
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@ -101,111 +92,54 @@ class Level:
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self.map[row_index][col_index] = castle
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self.list_castles.append(castle)
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#def attack_knight(self, knights_list, positions, current_knight):
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# op_pos_1 = current_knight.position[0] - 1, current_knight.position[1]
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# positions.append(op_pos_1)
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# op_pos_2 = current_knight.position[0], current_knight.position[1] - 1
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# positions.append(op_pos_2)
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# op_pos_3 = current_knight.position[0] + 1, current_knight.position[1]
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# positions.append(op_pos_3)
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# op_pos_4 = current_knight.position[0], current_knight.position[1] + 1
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# positions.append(op_pos_4)
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# for some_knight in knights_list:
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# for some_position in positions:
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# if (some_knight.position == some_position and some_knight.team != current_knight.team):
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# some_knight.health_bar.take_dmg(current_knight.attack)
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# if some_knight.health_bar.current_hp == 0:
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# some_knight.kill()
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# positions.clear()
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def attack_knight(self, knights_list, positions, current_knight):
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op_pos_1 = current_knight.position[0] - 1, current_knight.position[1]
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positions.append(op_pos_1)
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op_pos_2 = current_knight.position[0], current_knight.position[1] - 1
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positions.append(op_pos_2)
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op_pos_3 = current_knight.position[0] + 1, current_knight.position[1]
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positions.append(op_pos_3)
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op_pos_4 = current_knight.position[0], current_knight.position[1] + 1
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positions.append(op_pos_4)
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for some_knight in knights_list:
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for some_position in positions:
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if some_knight.position == some_position:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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positions.clear()
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def attack_knight_left(self, knights_list, current_knight):
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position_left = current_knight.position[0] - 1, current_knight.position[1]
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for some_knight in knights_list:
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if (some_knight.position == position_left and some_knight.team != current_knight.team):
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some_knight.health_bar.take_dmg(current_knight.attack)
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if some_knight.health_bar.current_hp <= 0:
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if some_knight.position == position_left:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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self.add_points(current_knight.team, 5)
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for monster in self.list_monsters:
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if monster.position == position_left:
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monster.health_bar.take_dmg(current_knight.attack)
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if monster.health_bar.current_hp <= 0:
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monster.kill()
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self.add_points(current_knight.team, monster.points)
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else:
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current_knight.health_bar.take_dmg(monster.attack)
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if current_knight.health_bar.current_hp <= 0:
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current_knight.kill()
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for castle in self.list_castles:
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if castle.position == position_left:
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castle.health_bar.take_dmg(current_knight.attack)
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def attack_knight_right(self, knights_list, current_knight):
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position_right = current_knight.position[0] + 1, current_knight.position[1]
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for some_knight in knights_list:
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if (some_knight.position == position_right and some_knight.team != current_knight.team):
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some_knight.health_bar.take_dmg(current_knight.attack)
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if some_knight.position == position_right:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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self.add_points(current_knight.team, 5)
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for monster in self.list_monsters:
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if monster.position == position_right:
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monster.health_bar.take_dmg(current_knight.attack)
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if monster.health_bar.current_hp <= 0:
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monster.kill()
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self.add_points(current_knight.team, monster.points)
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else:
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current_knight.health_bar.take_dmg(monster.attack)
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if current_knight.health_bar.current_hp <= 0:
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current_knight.kill()
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for castle in self.list_castles:
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if castle.position == position_right:
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castle.health_bar.take_dmg(current_knight.attack)
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def attack_knight_up(self, knights_list, current_knight):
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position_up = current_knight.position[0], current_knight.position[1] - 1
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position_up = current_knight.position[0] , current_knight.position[1] - 1
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for some_knight in knights_list:
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if (some_knight.position == position_up and some_knight.team != current_knight.team):
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some_knight.health_bar.take_dmg(current_knight.attack)
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if some_knight.position == position_up:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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self.add_points(current_knight.team, 5)
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for monster in self.list_monsters:
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if monster.position == position_up:
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monster.health_bar.take_dmg(current_knight.attack)
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if monster.health_bar.current_hp <= 0:
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monster.kill()
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self.add_points(current_knight.team, monster.points)
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else:
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current_knight.health_bar.take_dmg(monster.attack)
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if current_knight.health_bar.current_hp <= 0:
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current_knight.kill()
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for castle in self.list_castles:
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if castle.position == position_up:
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castle.health_bar.take_dmg(current_knight.attack)
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def attack_knight_down(self, knights_list, current_knight):
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position_down = current_knight.position[0], current_knight.position[1] + 1
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for some_knight in knights_list:
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if (some_knight.position == position_down and some_knight.team != current_knight.team):
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some_knight.health_bar.take_dmg(current_knight.attack)
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if some_knight.position == position_down:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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self.add_points(current_knight.team, 5)
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for monster in self.list_monsters:
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if monster.position == position_down:
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monster.health_bar.take_dmg(current_knight.attack)
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if monster.health_bar.current_hp <= 0:
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monster.kill()
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self.add_points(current_knight.team, monster.points)
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else:
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current_knight.health_bar.take_dmg(monster.attack)
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if current_knight.health_bar.current_hp <= 0:
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current_knight.kill()
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for castle in self.list_castles:
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if castle.position == position_down:
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castle.health_bar.take_dmg(current_knight.attack)
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def handle_turn(self):
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current_knight = self.knights_queue.dequeue_knight()
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@ -16,7 +16,8 @@ class Castle(pygame.sprite.Sprite):
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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self.rect = self.image.get_rect(center=position_in_px)
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self.max_hp = 80
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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self.current_hp = random.randint(1, self.max_hp)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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def update(self):
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self.health_bar.update()
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@ -7,11 +7,8 @@ from common.helpers import parse_cord
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from logic.health_bar import HealthBar
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def load_knight_textures(team):
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if team == "blue":
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random_index = 3
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else:
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random_index = 4
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def load_knight_textures():
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random_index = random.randint(1, 4)
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states = [
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pygame.image.load(f'resources/textures/knight_{random_index}_up.png').convert_alpha(), # up = 0
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pygame.image.load(f'resources/textures/knight_{random_index}_right.png').convert_alpha(), # right = 1
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@ -27,7 +24,7 @@ class Knight(pygame.sprite.Sprite):
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super().__init__(group)
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self.direction = Direction.DOWN
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self.states = load_knight_textures(team)
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self.states = load_knight_textures()
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self.image = self.states[self.direction.value]
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self.position = position
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@ -36,8 +33,8 @@ class Knight(pygame.sprite.Sprite):
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.team = team
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self.max_hp = random.randint(9, 13)
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self.attack = random.randint(2, 4)
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self.max_hp = random.randint(7, 12)
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self.attack = random.randint(4, 7)
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self.defense = random.randint(1, 4)
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self.points = 1
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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@ -22,13 +22,14 @@ class Monster(pygame.sprite.Sprite):
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.position = position
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self.max_hp = random.randrange(15, 20)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp,
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self.max_hp = random.randrange(15, 25)
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self.current_hp = random.randint(1, self.max_hp)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp,
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calculate_xy=True, calculate_size=True)
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self.attack = random.randrange(4, 6)
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self.attack = random.randrange(2, 10)
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if self.image == monster_images[0]:
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self.max_hp = 20
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self.attack = 6
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self.attack = 9
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self.points = 10
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elif self.image == monster_images[1]:
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self.max_hp = 15
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12
ui/stats.py
12
ui/stats.py
@ -23,8 +23,6 @@ class Stats:
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pygame.Rect(self.x + 210, self.y + 210, 100, 15),
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current_hp=sum([knight.get_current_hp() for knight in self.list_knights_red]),
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max_hp=sum([knight.get_max_hp() for knight in self.list_knights_red]))
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self.blue_team_points = 0
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self.red_team_points = 0
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def update(self):
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@ -57,11 +55,5 @@ class Stats:
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# points
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pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 390, 340, 3))
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draw_text('PUNKTY: ' + str(self.blue_team_points), FONT_DARK, self.screen, self.x + 35, self.y + 408, 18, True)
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draw_text('PUNKTY: ' + str(self.red_team_points), FONT_DARK, self.screen, self.x + 215, self.y + 408, 18, True)
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def add_points(self, team, points):
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if team == "blue":
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self.blue_team_points += points
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else:
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self.red_team_points += points
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draw_text('PUNKTY: 10', FONT_DARK, self.screen, self.x + 35, self.y + 408, 18, True)
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draw_text('PUNKTY: 10', FONT_DARK, self.screen, self.x + 215, self.y + 408, 18, True)
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