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 #13

Merged
s464869 merged 1 commits from field into master 2022-04-05 10:49:58 +02:00
6 changed files with 85 additions and 64 deletions
Showing only changes of commit 86aa939433 - Show all commits

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@ -10,13 +10,12 @@ BORDER_WIDTH = 10
BORDER_RADIUS = 5 BORDER_RADIUS = 5
FPS_COUNT = 60 FPS_COUNT = 60
KNIGHTS_SPAWN_WIDTH = 4 KNIGHTS_SPAWN_WIDTH = 4
KNIGHTS_SPAWN_HEIGHT = 5 KNIGHTS_SPAWN_HEIGHT = 7
KNIGHTS_SPAWN_FIRST_ROW = 8 LEFT_KNIGHTS_SPAWN_FIRST_ROW = 6
KNIGHTS_SPAWN_FIRST_COL = 0 LEFT_KNIGHTS_SPAWN_FIRST_COL = 0
MONSTER_SPAWN_WIDTH = 19 RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
MONSTER_SPAWN_HEIGHT = 15 RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
MONSTER_SPAWN_FIRST_COL = 4
MONSTER_SPAWN_FIRST_ROW = 0
CASTLE_SPAWN_WIDTH = 6 CASTLE_SPAWN_WIDTH = 6
CASTLE_SPAWN_HEIGHT = 5 CASTLE_SPAWN_HEIGHT = 5
CASTLE_SPAWN_FIRST_ROW = 7 CASTLE_SPAWN_FIRST_ROW = 7

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@ -1,4 +1,18 @@
class Field: import pygame
def __init__(self, texture_path, converted_texture):
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.texture_path = texture_path
self.converted_texture = converted_texture 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

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@ -97,24 +97,23 @@ class Game:
knights_queue = KnightsQueue(knights_left, knights_right) knights_queue = KnightsQueue(knights_left, knights_right)
spawn_left_team = Spawner(grid, knights_left, width=KNIGHTS_SPAWN_WIDTH, height=KNIGHTS_SPAWN_HEIGHT, spawn_left_team = Spawner(grid, knights_left, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
pos_row=KNIGHTS_SPAWN_FIRST_ROW, pos_column=KNIGHTS_SPAWN_FIRST_COL) LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL)
spawn_right_team = Spawner(grid, knights_right, width=KNIGHTS_SPAWN_WIDTH, height=KNIGHTS_SPAWN_HEIGHT, spawn_right_team = Spawner(grid, knights_right, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
pos_row=KNIGHTS_SPAWN_FIRST_ROW, RIGHT_KNIGHTS_SPAWN_FIRST_ROW,
pos_column=COLUMNS - KNIGHTS_SPAWN_WIDTH - 1) # - 1 to avoid list index out of range RIGHT_KNIGHTS_SPAWN_FIRST_COL)
spawn_left_team.spawn() spawn_left_team.spawn()
spawn_right_team.spawn() spawn_right_team.spawn()
spawned_monsters = self.generate_monster(monsters_sprite_group) spawned_monsters = self.generate_monster(monsters_sprite_group)
monster_spawn = Spawner(grid, spawned_monsters, width=MONSTER_SPAWN_WIDTH, height=MONSTER_SPAWN_HEIGHT, monster_spawn = Spawner(grid, spawned_monsters, spawn_where_possible=True)
pos_row=MONSTER_SPAWN_FIRST_ROW, pos_column=MONSTER_SPAWN_FIRST_COL)
monster_spawn.spawn_monsters() monster_spawn.spawn()
spawned_castle = self.generate_castle(castle_sprite_group) spawned_castle = self.generate_castle(castle_sprite_group)
castle_spawn = Spawner(grid, [spawned_castle], width=CASTLE_SPAWN_WIDTH, height=CASTLE_SPAWN_HEIGHT, castle_spawn = Spawner(grid, [spawned_castle], CASTLE_SPAWN_WIDTH, CASTLE_SPAWN_HEIGHT,
pos_row=CASTLE_SPAWN_FIRST_ROW, pos_column=CASTLE_SPAWN_FIRST_COL) CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL)
castle_spawn.spawn() castle_spawn.spawn()
@ -129,7 +128,7 @@ class Game:
if event.key == pygame.K_ESCAPE: if event.key == pygame.K_ESCAPE:
running = False running = False
grid.draw(self.screen) grid.update(self.screen)
stats.draw(self.screen) stats.draw(self.screen)
logs.draw(self.screen) logs.draw(self.screen)

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@ -11,12 +11,35 @@ class Grid:
def __init__(self, textures): def __init__(self, textures):
self.textures = textures self.textures = textures
self.grid = [] self.grid = []
self.free_fields = []
self.busy_fields = []
for row in range(ROWS): for row in range(ROWS):
self.grid.append([]) self.grid.append(pygame.sprite.Group())
for _ in range(COLUMNS): 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() texture_path, converted_texture = self.get_random_texture()
field = Field(texture_path, converted_texture) field = Field(
self.grid[row].append(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): def get_random_texture(self):
texture_index = random.randint(0, len(self.textures) - 1) 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 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) pygame.draw.rect(screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS)
for row in range(ROWS): for fields_row in self.grid:
for column in range(COLUMNS): fields_row.draw(screen)
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)

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@ -2,42 +2,35 @@ import random
from common.constants import GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT from common.constants import GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT
class Spawner: 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.objs_to_spawn_list = objs_to_spawn_list
self.width = width self.spawn_area_width = spawn_area_width
self.height = height self.spawn_area_height = spawn_area_height
self.pos_row = pos_row self.spawn_area_pos_row = spawn_area_pos_row
self.pos_column = pos_column self.spawn_area_pos_column = spawn_area_pos_column
self.grid = grid self.grid = grid
self.spawn_where_possible = spawn_where_possible
def spawn(self): def spawn(self):
coords = [] if self.spawn_where_possible:
for row in range(self.pos_row, (self.pos_row + self.width)): possible_fields = self.grid.free_fields
for column in range(self.pos_column, (self.pos_column + self.height)): else:
if self.grid.grid[row][column].texture_path != "water.png" and self.grid.grid[row][column].texture_path != "grass_with_tree.jpg": possible_fields = []
coords.append([(GRID_CELL_PADDING + GRID_CELL_WIDTH) * column + GRID_CELL_PADDING + 7, for field in self.grid.free_fields:
(GRID_CELL_PADDING + GRID_CELL_HEIGHT) * row + GRID_CELL_PADDING + 7]) 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: for obj in self.objs_to_spawn_list:
random_tile = random.randint(0, len(coords) - 1) ran_index = random.randint(0, len(possible_fields)-1)
obj.rect.x = coords[random_tile][0] ran_field = possible_fields[ran_index]
obj.rect.y = coords[random_tile][1] ran_field.busy = True
coords.pop(random_tile) obj.rect = obj.rect.clamp(ran_field)
obj.update() self.grid.busy_fields.append(ran_field)
if ran_field in self.grid.free_fields:
def spawn_monsters(self): self.grid.free_fields.remove(ran_field)
coords = [] if ran_field in possible_fields:
for row in range(self.pos_row, (self.pos_row + self.width)): possible_fields.remove(ran_field)
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)
obj.update() obj.update()

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@ -15,4 +15,3 @@ class Knight(pygame.sprite.Sprite):
self.defense = random.randint(1,4) self.defense = random.randint(1,4)
self.points = 1 self.points = 1
knights_list = pygame.sprite.Group()