bfs #19
120
algorithms/bfs.py
Normal file
@ -0,0 +1,120 @@
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from __future__ import annotations
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from typing import List
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from common.constants import ACTION, Direction, ROWS, COLUMNS
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class State:
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def __init__(self, row, column, direction):
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self.row = row
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self.column = column
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self.direction = direction
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class Node:
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def __init__(self, state, parent=None, action=None):
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self.state = state
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self.parent = parent
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self.action = action
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def goal_test(goal_list, state: State):
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if (state.row, state.column) in goal_list:
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return True
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return False
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def get_successors(state: State, map):
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successors = list()
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state_left = State(state.row, state.column, state.direction.left())
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successors.append((ACTION.get("rotate_left"), state_left))
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state_right = State(state.row, state.column, state.direction.right())
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successors.append((ACTION.get("rotate_right"), state_right))
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target = go(state.row, state.column, state.direction)
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if is_valid_move(map, target[0], target[1]):
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state_go = State(target[0], target[1], state.direction)
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successors.append((ACTION.get("go"), state_go))
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return successors
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def graphsearch(initial_state: State, map, goal_list, fringe: List[Node] = None, explored: List[Node] = None):
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# fringe and explored initialization
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if fringe is None:
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fringe = list()
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if explored is None:
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explored = list()
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explored_states = set()
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fringe_states = set()
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# root Node
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fringe.append(Node(initial_state))
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fringe_states.add((initial_state.row, initial_state.column, initial_state.direction))
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while True:
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# fringe empty -> solution not found
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if not any(fringe):
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print("Brak rozwiazania")
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return []
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# get first element from fringe
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element = fringe.pop(0)
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fringe_states.remove((element.state.row, element.state.column, element.state.direction))
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# if solution was found, prepare and return actions sequence
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if goal_test(goal_list, element.state):
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actions_sequence = [element.action]
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parent = element.parent
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while parent is not None:
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# root's action will be None, don't add it
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if parent.action is not None:
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actions_sequence.append(parent.action)
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parent = parent.parent
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actions_sequence.reverse()
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return actions_sequence
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# add current node to explored (prevents infinite cycles)
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explored.append(element)
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explored_states.add((element.state.row, element.state.column, element.state.direction))
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# loop through every possible next action
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for successor in get_successors(element.state, map):
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# make sure not to fall into a cycle
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successor_state = (successor[1].row, successor[1].column, successor[1].direction)
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if successor_state not in fringe_states and successor_state not in explored_states:
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# create new Node and add it at the end of fringe
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new_node = Node(state=successor[1],
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parent=element,
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action=successor[0])
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fringe.append(new_node)
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fringe_states.add((new_node.state.row, new_node.state.column, new_node.state.direction))
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# TEMPORARY METHOD
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def go(row, column, direction):
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target = tuple()
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if direction == Direction.RIGHT:
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target = row, column + 1
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elif direction == Direction.LEFT:
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target = row, column - 1
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elif direction == Direction.UP:
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target = row - 1, column
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elif direction == Direction.DOWN:
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target = row + 1, column
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return target
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def is_valid_move(map, target_row, target_column):
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if 0 <= target_row < ROWS and 0 <= target_column < COLUMNS and map[target_row][target_column] == ' ':
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return True
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return False
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@ -1,35 +1,63 @@
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from enum import Enum
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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 = 1000
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GRID_CELL_PADDING = 5
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GRID_CELL_WIDTH = 36
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GRID_CELL_HEIGHT = 36
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GRID_CELL_SIZE = 36
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ROWS = 19
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COLUMNS = 24
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BORDER_WIDTH = 10
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BORDER_RADIUS = 5
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FPS_COUNT = 60
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KNIGHTS_SPAWN_WIDTH = 4
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KNIGHTS_SPAWN_HEIGHT = 7
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LEFT_KNIGHTS_SPAWN_FIRST_ROW = 6
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LEFT_KNIGHTS_SPAWN_FIRST_COL = 0
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RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
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RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
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NBR_OF_WATER = 10
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NBR_OF_TREES = 16
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CASTLE_SPAWN_WIDTH = 6
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CASTLE_SPAWN_HEIGHT = 5
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CASTLE_SPAWN_FIRST_ROW = 7
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CASTLE_SPAWN_FIRST_COL = 9
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NBR_OF_WATER = 16
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NBR_OF_TREES = 20
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NBR_OF_MONSTERS = 2
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TILES = [
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'grass1.png',
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'grass2.png',
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'grass3.png',
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# 'grass4.png',
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# 'grass5.png',
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# 'grass6.png',
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'grass4.png',
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'sand.png',
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'water.png',
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'grass_with_tree.jpg',
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]
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class Direction(Enum):
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UP = 0
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RIGHT = 1
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DOWN = 2
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LEFT = 3
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def right(self):
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v = (self.value + 1) % 4
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return Direction(v)
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def left(self):
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v = (self.value - 1) % 4
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return Direction(v)
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ACTION = {
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"rotate_left": -1,
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"rotate_right": 1,
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"go": 0,
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}
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@ -1,4 +1,5 @@
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import pygame
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from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE, COLUMNS, ROWS
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def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
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@ -10,3 +11,37 @@ def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
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textrect = textobj.get_rect()
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textrect.topleft = (x, y)
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surface.blit(textobj, textrect)
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def print_numbers():
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display_surface = pygame.display.get_surface()
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font = pygame.font.SysFont('Arial', 16)
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for row_index in range(ROWS):
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for col_index in range(COLUMNS):
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x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * col_index + GRID_CELL_PADDING + 7
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y = (GRID_CELL_PADDING + GRID_CELL_SIZE) * row_index + GRID_CELL_PADDING + 16
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display_surface.blit(font.render(f'[{col_index}, {row_index}]', True, (255, 0, 0)), (x, y))
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pygame.display.update()
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# parse array index to screen x or y coordinate
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def parse_cord(cord):
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return (GRID_CELL_PADDING + GRID_CELL_SIZE) * cord + GRID_CELL_PADDING + 7
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def castle_neighbors(map, castle_bottom_right_row, castle_bottom_right_col):
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neighbors = []
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for row_add in range(-2, 2):
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new_row = castle_bottom_right_row + row_add
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if 0 <= new_row <= len(map) - 1:
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for col_add in range(-2, 2):
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new_col = castle_bottom_right_col + col_add
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if 0 <= new_col <= len(map) - 1:
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if (new_col == castle_bottom_right_col - 1 and new_row == castle_bottom_right_row - 1) \
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or (new_col == castle_bottom_right_col and new_row == castle_bottom_right_row - 1) \
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or (new_col == castle_bottom_right_col - 1 and new_row == castle_bottom_right_row) \
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or (new_col == castle_bottom_right_col and new_row == castle_bottom_right_row):
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continue
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neighbors.append((new_col, new_row))
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return neighbors
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@ -1,28 +0,0 @@
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import pygame
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from logic.exceptions import FieldNotWalkable
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class Field(pygame.sprite.Sprite):
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def __init__(self, texture_path, converted_texture, img, rect, row=0, column=0):
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super().__init__()
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self.texture_path = texture_path
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self.converted_texture = converted_texture
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self.image = img
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self.row = row
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self.column = column
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self.rect = rect
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self.busy = False
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self.busy_detection()
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def busy_detection(self):
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if self.texture_path == 'water.png' or self.texture_path == 'grass_with_tree.jpg':
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self.busy = True
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def put_on(self, obj): # ustawia objekt na srodku pola
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if not self.busy:
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obj.rect = obj.rect.clamp(self.rect)
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self.busy = True
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obj.update()
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else:
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raise FieldNotWalkable
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142
logic/game.py
@ -2,19 +2,14 @@ import sys
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import pygame
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from common.colors import FONT_DARK, WHITE
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from common.constants import *
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from common.helpers import draw_text
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from logic.knights_queue import KnightsQueue
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from models.castle import Castle
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from models.knight import Knight
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from models.monster import Monster
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from common.helpers import print_numbers
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from logic.level import Level
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from ui.logs import Logs
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from ui.screens.credits import Credits
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from ui.screens.main_menu import MainMenu
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from ui.screens.options import Options
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from ui.stats import Stats
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from .grid import Grid
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from .spawner import Spawner
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class Game:
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@ -26,99 +21,31 @@ class Game:
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self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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self.clock = pygame.time.Clock()
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self.tiles = []
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for tile_path in TILES:
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converted_tile = pygame.image.load('resources/textures/' + tile_path).convert_alpha()
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self.tiles.append((tile_path, converted_tile))
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self.bg = pygame.image.load("./resources/textures/bg.jpg")
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self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
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click = False
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self.level = Level(self.screen)
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def main_menu(self):
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while True:
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self.screen.blit(self.bg, (0, 0))
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pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(800, 100, 400, 500), 0, 5)
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draw_text('MAIN MENU', FONT_DARK, self.screen, 850, 150, 30, True)
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mx, my = pygame.mouse.get_pos()
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button_1 = pygame.Rect(850, 250, 300, 50)
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button_2 = pygame.Rect(850, 350, 300, 50)
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button_3 = pygame.Rect(850, 450, 300, 50)
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if button_1.collidepoint((mx, my)):
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if click:
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self.game()
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if button_2.collidepoint((mx, my)):
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if click:
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self.screens['options'].display_screen()
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if button_3.collidepoint((mx, my)):
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if click:
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self.screens['credits'].display_screen()
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pygame.draw.rect(self.screen, (0, 191, 255), button_1, 0, 4)
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draw_text('PLAY', WHITE, self.screen, 870, 255)
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pygame.draw.rect(self.screen, (0, 191, 255), button_2, 0, 4)
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draw_text('OPTIONS', WHITE, self.screen, 870, 355)
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pygame.draw.rect(self.screen, (0, 191, 255), button_3, 0, 4)
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draw_text('CREDITS', WHITE, self.screen, 870, 455)
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click = False
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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pygame.quit()
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sys.exit()
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if event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 1:
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click = True
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pygame.display.update()
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self.clock.tick(60)
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menu = MainMenu(self.screen, self.clock, self.bg,
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self.game,
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self.screens['options'].display_screen,
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self.screens['credits'].display_screen)
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menu.display_screen()
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def game(self):
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running = True
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grid = Grid(self.tiles)
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stats = Stats()
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logs = Logs()
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knights_sprite_group = pygame.sprite.Group()
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monsters_sprite_group = pygame.sprite.Group()
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castle_sprite_group = pygame.sprite.Group()
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# setup clock for rounds
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NEXT_TURN = pygame.USEREVENT + 1
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pygame.time.set_timer(NEXT_TURN, TURN_INTERVAL)
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knights_left = self.generate_knights_team(knights_sprite_group)
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knights_right = self.generate_knights_team(knights_sprite_group)
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knights_queue = KnightsQueue(knights_left, knights_right)
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spawn_left_team = Spawner(grid, knights_left, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
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LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL)
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spawn_right_team = Spawner(grid, knights_right, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
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RIGHT_KNIGHTS_SPAWN_FIRST_ROW,
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RIGHT_KNIGHTS_SPAWN_FIRST_COL)
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spawn_left_team.spawn()
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spawn_right_team.spawn()
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spawned_monsters = self.generate_monster(monsters_sprite_group)
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monster_spawn = Spawner(grid, spawned_monsters, spawn_where_possible=True)
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monster_spawn.spawn()
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spawned_castle = self.generate_castle(castle_sprite_group)
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castle_spawn = Spawner(grid, [spawned_castle], CASTLE_SPAWN_WIDTH, CASTLE_SPAWN_HEIGHT,
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CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL)
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castle_spawn.spawn()
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#grid.put_on_tile(0, 0, knights_left[0])
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# create level
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self.level.create_map()
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print_numbers_flag = False
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running = True
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while running:
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self.screen.blit(self.bg, (0, 0))
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@ -129,37 +56,18 @@ class Game:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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if event.key == 110: # clicked n letter on keyboard
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print_numbers_flag = not print_numbers_flag
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if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
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self.level.handle_turn()
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grid.update(self.screen)
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stats.draw(self.screen)
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logs.draw(self.screen)
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knights_sprite_group.draw(self.screen)
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monsters_sprite_group.draw(self.screen)
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castle_sprite_group.draw(self.screen)
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self.level.update()
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if print_numbers_flag:
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print_numbers()
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pygame.display.update()
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self.clock.tick(FPS_COUNT)
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@staticmethod
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def generate_knights_team(knights_sprite_group):
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knights = []
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for i in range(4):
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knight = Knight("./resources/textures/knight.png")
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knights.append(knight)
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knights_sprite_group.add(knight)
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return knights
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@staticmethod
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def generate_monster(monsters_sprite_group):
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monsters = []
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for i in range(2):
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monster = Monster()
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monsters.append(monster)
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monsters_sprite_group.add(monster)
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return monsters
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@staticmethod
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def generate_castle(castle_sprite_group):
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castle = Castle()
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castle_sprite_group.add(castle)
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return castle
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|
@ -1,86 +0,0 @@
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import random
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import numpy as np
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import pygame
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from common.constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, \
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BORDER_RADIUS, NBR_OF_TREES, NBR_OF_WATER
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from .exceptions import FieldNotWalkable
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from .field import Field
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class Grid:
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def __init__(self, textures):
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self.textures = textures
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self.grid = []
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self.free_fields = []
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self.busy_fields = []
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podkladka = np.zeros((ROWS, COLUMNS))
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for drzewa in range(0, NBR_OF_TREES):
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rzad = random.randint(0, ROWS - 1)
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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.Group(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 pygame.sprite.Group.sprites(self.grid[row][column])[0] # 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)
|
144
logic/level.py
Normal file
@ -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)
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -1,17 +1,58 @@
|
||||
import pygame.image
|
||||
import random
|
||||
|
||||
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()
|
||||
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, 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.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
|
||||
|
@ -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
@ -0,0 +1,12 @@
|
||||
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
|
BIN
resources/textures/knight_1_down.png
Normal file
After Width: | Height: | Size: 17 KiB |
BIN
resources/textures/knight_1_left.png
Normal file
After Width: | Height: | Size: 15 KiB |
BIN
resources/textures/knight_1_right.png
Normal file
After Width: | Height: | Size: 15 KiB |
BIN
resources/textures/knight_1_up.png
Normal file
After Width: | Height: | Size: 17 KiB |
BIN
resources/textures/knight_2_down.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
resources/textures/knight_2_left.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
resources/textures/knight_2_right.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
resources/textures/knight_2_up.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
resources/textures/knight_3_down.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
resources/textures/knight_3_left.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/textures/knight_3_right.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/textures/knight_3_up.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/textures/knight_4_down.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
resources/textures/knight_4_left.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/textures/knight_4_right.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/textures/knight_4_up.png
Normal file
After Width: | Height: | Size: 15 KiB |
@ -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
@ -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)
|
@ -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
|
||||
|