From 86aa939433b5b6b049d40196c2d13d48d6bf317d Mon Sep 17 00:00:00 2001 From: XsedoX Date: Tue, 5 Apr 2022 10:47:45 +0200 Subject: [PATCH] field zna swoj stan ale go sam nie odswieza(trzeba recznie zmieniac wartosc - todo); field jest teraz spritem(co przyda sie pozniej); spawner.py dostosowany do nowego kodu; game.py dostosowane do zmian; twierdza dalej jest widziana jako 1x1 --- common/constants.py | 13 +++++------ logic/field.py | 18 +++++++++++++-- logic/game.py | 21 +++++++++-------- logic/grid.py | 41 +++++++++++++++++++++++---------- logic/spawner.py | 55 ++++++++++++++++++++------------------------- models/knight.py | 1 - 6 files changed, 85 insertions(+), 64 deletions(-) diff --git a/common/constants.py b/common/constants.py index 504e852..67b786f 100644 --- a/common/constants.py +++ b/common/constants.py @@ -10,13 +10,12 @@ BORDER_WIDTH = 10 BORDER_RADIUS = 5 FPS_COUNT = 60 KNIGHTS_SPAWN_WIDTH = 4 -KNIGHTS_SPAWN_HEIGHT = 5 -KNIGHTS_SPAWN_FIRST_ROW = 8 -KNIGHTS_SPAWN_FIRST_COL = 0 -MONSTER_SPAWN_WIDTH = 19 -MONSTER_SPAWN_HEIGHT = 15 -MONSTER_SPAWN_FIRST_COL = 4 -MONSTER_SPAWN_FIRST_ROW = 0 +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 + CASTLE_SPAWN_WIDTH = 6 CASTLE_SPAWN_HEIGHT = 5 CASTLE_SPAWN_FIRST_ROW = 7 diff --git a/logic/field.py b/logic/field.py index 111c999..b4f31b2 100644 --- a/logic/field.py +++ b/logic/field.py @@ -1,4 +1,18 @@ -class Field: - def __init__(self, texture_path, converted_texture): +import pygame + + +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 diff --git a/logic/game.py b/logic/game.py index 3545d8b..90621d4 100644 --- a/logic/game.py +++ b/logic/game.py @@ -97,24 +97,23 @@ class Game: knights_queue = KnightsQueue(knights_left, knights_right) - spawn_left_team = Spawner(grid, knights_left, width=KNIGHTS_SPAWN_WIDTH, height=KNIGHTS_SPAWN_HEIGHT, - pos_row=KNIGHTS_SPAWN_FIRST_ROW, pos_column=KNIGHTS_SPAWN_FIRST_COL) - spawn_right_team = Spawner(grid, knights_right, width=KNIGHTS_SPAWN_WIDTH, height=KNIGHTS_SPAWN_HEIGHT, - pos_row=KNIGHTS_SPAWN_FIRST_ROW, - pos_column=COLUMNS - KNIGHTS_SPAWN_WIDTH - 1) # - 1 to avoid list index out of range + 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, width=MONSTER_SPAWN_WIDTH, height=MONSTER_SPAWN_HEIGHT, - pos_row=MONSTER_SPAWN_FIRST_ROW, pos_column=MONSTER_SPAWN_FIRST_COL) + monster_spawn = Spawner(grid, spawned_monsters, spawn_where_possible=True) - monster_spawn.spawn_monsters() + monster_spawn.spawn() spawned_castle = self.generate_castle(castle_sprite_group) - castle_spawn = Spawner(grid, [spawned_castle], width=CASTLE_SPAWN_WIDTH, height=CASTLE_SPAWN_HEIGHT, - pos_row=CASTLE_SPAWN_FIRST_ROW, pos_column=CASTLE_SPAWN_FIRST_COL) + castle_spawn = Spawner(grid, [spawned_castle], CASTLE_SPAWN_WIDTH, CASTLE_SPAWN_HEIGHT, + CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL) castle_spawn.spawn() @@ -129,7 +128,7 @@ class Game: if event.key == pygame.K_ESCAPE: running = False - grid.draw(self.screen) + grid.update(self.screen) stats.draw(self.screen) logs.draw(self.screen) diff --git a/logic/grid.py b/logic/grid.py index 7c5ef4c..dffde22 100644 --- a/logic/grid.py +++ b/logic/grid.py @@ -11,12 +11,35 @@ class Grid: def __init__(self, textures): self.textures = textures self.grid = [] + self.free_fields = [] + self.busy_fields = [] for row in range(ROWS): - self.grid.append([]) - for _ in range(COLUMNS): + self.grid.append(pygame.sprite.Group()) + 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] texture_path, converted_texture = self.get_random_texture() - field = Field(texture_path, converted_texture) - self.grid[row].append(field) + 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].add(field) + + def update(self, screen): + self.draw(screen) def get_random_texture(self): texture_index = random.randint(0, len(self.textures) - 1) @@ -27,11 +50,5 @@ class Grid: 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 row in range(ROWS): - 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] - image = self.grid[row][column].converted_texture - screen.blit(pygame.transform.scale(image, (GRID_CELL_WIDTH, GRID_CELL_HEIGHT)), box_rect) + for fields_row in self.grid: + fields_row.draw(screen) diff --git a/logic/spawner.py b/logic/spawner.py index 6194a0e..69286ce 100644 --- a/logic/spawner.py +++ b/logic/spawner.py @@ -2,42 +2,35 @@ import random from common.constants import GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT - class Spawner: - def __init__(self, grid, objs_to_spawn_list: list, width, height, pos_row, pos_column): + 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.width = width - self.height = height - self.pos_row = pos_row - self.pos_column = pos_column + 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 spawn(self): - coords = [] - for row in range(self.pos_row, (self.pos_row + self.width)): - for column in range(self.pos_column, (self.pos_column + self.height)): - if self.grid.grid[row][column].texture_path != "water.png" and self.grid.grid[row][column].texture_path != "grass_with_tree.jpg": - coords.append([(GRID_CELL_PADDING + GRID_CELL_WIDTH) * column + GRID_CELL_PADDING + 7, - (GRID_CELL_PADDING + GRID_CELL_HEIGHT) * row + GRID_CELL_PADDING + 7]) + 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) for obj in self.objs_to_spawn_list: - random_tile = random.randint(0, len(coords) - 1) - obj.rect.x = coords[random_tile][0] - obj.rect.y = coords[random_tile][1] - coords.pop(random_tile) - obj.update() - - def spawn_monsters(self): - coords = [] - for row in range(self.pos_row, (self.pos_row + self.width)): - for column in range(self.pos_column, (self.pos_column + self.height)): - if self.grid.grid[row][column].texture_path != "water.png" and self.grid.grid[row][column].texture_path != "grass_with_tree.jpg" and not ((10 <=column <=14) and (8 <= row <= 12)): - coords.append([(GRID_CELL_PADDING + GRID_CELL_WIDTH) * column + GRID_CELL_PADDING + 7, - (GRID_CELL_PADDING + GRID_CELL_HEIGHT) * row + GRID_CELL_PADDING + 7]) - - for obj in self.objs_to_spawn_list: - random_tile = random.randint(0, len(coords) - 1) - obj.rect.x = coords[random_tile][0] - obj.rect.y = coords[random_tile][1] - coords.pop(random_tile) + 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() diff --git a/models/knight.py b/models/knight.py index 8a1da2a..a4e264c 100644 --- a/models/knight.py +++ b/models/knight.py @@ -15,4 +15,3 @@ class Knight(pygame.sprite.Sprite): self.defense = random.randint(1,4) self.points = 1 - knights_list = pygame.sprite.Group() -- 2.20.1