dodanie trawy (większy koszt) i porządek w kodzie
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__pycache__/mobs.cpython-310.pyc
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__pycache__/mobs.cpython-310.pyc
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@ -1,29 +0,0 @@
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import pygame
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from config import *
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class Archer_ork(pygame.sprite.Sprite):
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def __init__(self, game, x, y):
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self.game = game
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self.groups = self.game.all_sprites, self.game.archer_orks
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pygame.sprite.Sprite.__init__(self, self.groups)
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self.x = x * TILE_SIZE
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self.y = y * TILE_SIZE
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self.width = TILE_SIZE
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self.height = TILE_SIZE
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self.ARCHER_ORK_IMG = pygame.image.load("./zdjecia/ork_lucznik.png")
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self.ARCHER_ORK = pygame.transform.scale(self.ARCHER_ORK_IMG,(64,64))
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self.image = pygame.Surface([self.width, self.height])
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self.image.blit(self.ARCHER_ORK, (0,0))
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self.image.set_colorkey((0, 0, 0))
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self.rect = self.image.get_rect()
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self.rect.x = self.x
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self.rect.y = self.y
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self.level = 1
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self.damage = 50*self.level
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193
bfs.py
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bfs.py
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@ -0,0 +1,193 @@
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import pygame
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from config import *
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class Bfs:
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def __init__(self,game):
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self.game = game
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self.open_queue = []
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self.close_queue = []
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self.wall_cells = []
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self.enemy_cells = []
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def bfs(self):
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print("x: ", self.game.agent.x, "y: ", self.game.agent.y)
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self.open_queue.append(self.get_cell_number(self.game.agent.x,self.game.agent.y))
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# tutaj dodaje się cel agenta
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goal_cell = self.get_cell_number(self.game.flower.x,self.game.flower.y)
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path = []
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processing = True
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find_path = False
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while processing: # główna pętla
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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exit()
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if len(self.open_queue) > 0 :
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current_node_cell = self.open_queue.pop(0)
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if(current_node_cell in self.close_queue):
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continue
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print("Aktualna kratka: ", current_node_cell)
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print("Cel znajduje się na kratce: ", goal_cell)
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if (current_node_cell == goal_cell):
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self.close_queue.append(current_node_cell)
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found_goal_cell = current_node_cell
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print("Znaleziono cel, szukanie drogi z odwiedzonych węzłów, kolejka odwiedzonych:", self.close_queue)
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processing = False
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find_path = True
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self.game.clock.tick(2)
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else:
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child_node_cells = self.get_child_nodes(current_node_cell)
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self.close_queue.append(current_node_cell)
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print("Sąsiedzi: ", child_node_cells)
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for child_node in child_node_cells:
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if child_node not in self.open_queue and child_node not in self.close_queue:
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self.open_queue.append(child_node)
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print("Kolejka: ", self.open_queue, "\n")
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else:
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print("Brak nowych węzłów, kolejka: ",self. open_queue)
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print("Odwiedzone : ", self.close_queue)
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return self.close_queue
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dead_end_nodes = []
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while find_path:
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path.append(self.close_queue[0])
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for i in range(len(self.close_queue) -1):
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from_cell = path[-1]
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to_cell = self.close_queue[i+1]
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if to_cell in dead_end_nodes:
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continue
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if self.verify_move(from_cell, to_cell):
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path.append(to_cell)
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if path[-1] == found_goal_cell:
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find_path = False
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else:
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dead_end_nodes.append(path[-1])
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path = []
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print("Droga: ", path)
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self.move_agent(path)
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def get_cell_number(self,x, y): #zamienia koordynaty na numer kratki
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cell_number = None
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cell_number =(x // TILE_SIZE) + (NUM_ROWS * (( y// TILE_SIZE)))
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return cell_number
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def get_child_nodes(self,cell_number):
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children = []
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up = self.get_up_cell(cell_number)
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if up is not None and up not in self.wall_cells and up not in self.enemy_cells:
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children.append(up)
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right = self.get_right_cell(cell_number)
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if right is not None and right not in self.wall_cells and up not in self.enemy_cells:
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children.append(right)
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down = self.get_down_cell(cell_number)
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if down is not None and down not in self.wall_cells and up not in self.enemy_cells:
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children.append(down)
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left = self.get_left_cell(cell_number)
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if left is not None and left not in self.wall_cells and up not in self.enemy_cells:
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children.append(left)
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return children
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def get_up_cell(self,cell_number):
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cell_row_number = cell_number // NUM_ROWS
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if (cell_row_number - 1 < 0):
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return None
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else:
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return (cell_number - NUM_ROWS)
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def get_right_cell(self,cell_number):
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cell_column_number = cell_number % NUM_ROWS
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if (cell_column_number + 1 >= NUM_ROWS):
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return None
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else:
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return (cell_number + 1)
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def get_down_cell(self,cell_number):
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cell_row_number = cell_number // NUM_ROWS
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if (cell_row_number + 1 >= NUM_ROWS):
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return None
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else:
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return (cell_number + NUM_ROWS)
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def get_left_cell(self,cell_number):
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cell_column_number = cell_number % NUM_ROWS
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if (cell_column_number - 1 < 0):
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return None
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else:
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return (cell_number - 1)
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def verify_move(self,from_cell, to_cell): #sprawdzenie czy ruch jest poprawny czyt. czy następna kratka to przeszkoda lub mob
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if (to_cell in self.wall_cells or to_cell in self.enemy_cells):
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return False
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if(from_cell + 1 == to_cell):
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return True
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if(from_cell - 1 == to_cell):
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return True
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if(from_cell - NUM_ROWS == to_cell):
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return True
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if(from_cell + NUM_ROWS == to_cell):
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return True
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return False
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def move_agent(self,path):
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for cell_to_move in path:
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x, y = self.get_coordinates(cell_to_move)
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print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.game.agent.rect.x, ", agent.y: ", self.game.agent.rect.y)
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if(self.get_cell_number(self.game.agent.x,self.game.agent.y)!=cell_to_move):
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if x > self.game.agent.rect.x:
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self.game.agent.direction = 0
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elif y > self.game.agent.rect.y:
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self.game.agent.direction = 1
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elif x < self.game.agent.rect.x:
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self.game.agent.direction = 2
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elif y < self.game.agent.rect.y:
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self.game.agent.direction = 3
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if self.game.agent.direction==0:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.x_change += TILE_SIZE
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elif self.game.agent.direction==1:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.y_change += TILE_SIZE
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elif self.game.agent.direction==2:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.x_change -= TILE_SIZE
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elif self.game.agent.direction==3:
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print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
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self.game.agent.y_change -= TILE_SIZE
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self.game.agent.rotate()
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self.game.update()
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self.game.map()
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print("Położenie agenta: agent.x: ", self.game.agent.rect.x, ", agent.y: ", self.game.agent.rect.y)
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self.game.clock.tick(2)
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def get_coordinates(self,cell_to_move): #zamienia numer kratki na koordynaty
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cell_row_number = cell_to_move // NUM_ROWS
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cell_column_number = cell_to_move % NUM_ROWS
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y = cell_row_number * TILE_SIZE
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x = cell_column_number * TILE_SIZE
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return x, y
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import pygame
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FRAMERATE = 30
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WIDTH, HEIGHT = 832, 832
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TILE_SIZE = 64
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BLACK = ((0,0,0))
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WHITE = ((255,255,255))
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NUM_ROWS = WIDTH//TILE_SIZE
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AGENT_LAYER =2
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FLOWER_LAYER = 1
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AGENT_LAYER = 2
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FLOWER_LAYER = 1
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GRASS_LAYER = 3
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import pygame
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from config import *
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class Health_flower(pygame.sprite.Sprite):
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def __init__(self, game, x, y):
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self.game = game
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self.groups = self.game.flowers
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pygame.sprite.Sprite.__init__(self, self.groups)
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self.x = x * TILE_SIZE
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self.y = y * TILE_SIZE
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self.width = TILE_SIZE
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self.height = TILE_SIZE
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self.FLOWER_IMG = pygame.image.load("./zdjecia/flower.png")
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self.FLOWER = pygame.transform.scale(self.FLOWER_IMG,(64,64))
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self.image = pygame.Surface([self.width, self.height])
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self.image.blit(self.FLOWER, (0,0))
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self.image.set_colorkey((0, 0, 0))
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self.rect = self.image.get_rect()
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self.rect.x = self.x
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self.rect.y = self.y
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self._layer = FLOWER_LAYER
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import pygame
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from config import *
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class Infantry_ork(pygame.sprite.Sprite):
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def __init__(self, game, x, y):
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self.game = game
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self.groups = self.game.all_sprites, self.game.infantry_orks
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pygame.sprite.Sprite.__init__(self, self.groups)
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self.x = x * TILE_SIZE
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self.y = y * TILE_SIZE
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self.width = TILE_SIZE
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self.height = TILE_SIZE
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self.INFANTRY_ORK_IMG = pygame.image.load("./zdjecia/ork-piechota.png")
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self.INFANTRY_ORK = pygame.transform.scale(self.INFANTRY_ORK_IMG,(64,64))
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self.image = pygame.Surface([self.width, self.height])
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self.image.blit(self.INFANTRY_ORK, (0,0))
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self.image.set_colorkey((0, 0, 0))
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self.rect = self.image.get_rect()
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self.rect.x = self.x
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self.rect.y = self.y
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self.level = 2
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self.damage = 50*self.level
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import pygame
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from config import *
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class Infantry_ork2(pygame.sprite.Sprite):
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def __init__(self, game, x, y):
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self.game = game
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self.groups = self.game.all_sprites, self.game.infantry_orks2
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pygame.sprite.Sprite.__init__(self, self.groups)
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self.x = x * TILE_SIZE
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self.y = y * TILE_SIZE
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self.width = TILE_SIZE
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self.height = TILE_SIZE
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self.INFANTRY_ORK2_IMG = pygame.image.load("./zdjecia/ork-piechota2.png")
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self.INFANTRY_ORK2 = pygame.transform.scale(self.INFANTRY_ORK2_IMG,(64,64))
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self.image = pygame.Surface([self.width, self.height])
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self.image.blit(self.INFANTRY_ORK2, (0,0))
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self.image.set_colorkey((0, 0, 0))
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self.rect = self.image.get_rect()
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self.rect.x = self.x
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self.rect.y = self.y
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self.level = 3
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self.damage = 50*self.level
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235
main.py
235
main.py
@ -2,12 +2,10 @@ import pygame
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from config import *
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from agent import *
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from map_add_ons import *
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from archer_ork import *
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from infantry_ork import *
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from infantry_ork2 import *
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from sauron import *
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from health_flower import *
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from mobs import *
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#from unknown_mob import * #unknown mob
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import random
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from bfs import *
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class Game:
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@ -26,29 +24,40 @@ class Game:
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pygame.display.set_caption('Gra-SI')
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self.bfs = Bfs(self)
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def new(self): # tworzy się nowa sesja grania
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self.all_sprites = pygame.sprite.LayeredUpdates()
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self.rock_sprites = pygame.sprite.LayeredUpdates()
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self.grass_sprites = pygame.sprite.LayeredUpdates()
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self.archer_orks = pygame.sprite.LayeredUpdates()
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self.infantry_orks = pygame.sprite.LayeredUpdates()
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self.infantry_orks2 = pygame.sprite.LayeredUpdates()
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self.sauronL = pygame.sprite.LayeredUpdates()
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self.flowers = pygame.sprite.LayeredUpdates()
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#self.unknown_mobs = pygame.sprite.LayeredUpdates() #unknown mob
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self.agent = Agent(self,1,1)
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self.archer_ork = Archer_ork(self,10,10)
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self.enemy_cells.append(self.get_cell_number(self.archer_ork.x,self.archer_ork.y))
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self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.archer_ork.x,self.archer_ork.y))
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self.infantry_ork = Infantry_ork(self,10,4)
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self.enemy_cells.append(self.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
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self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
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self.infantry_ork2 = Infantry_ork2(self,6,3)
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self.enemy_cells.append(self.get_cell_number(self.infantry_ork2.x,self.infantry_ork2.y))
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self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork2.x,self.infantry_ork2.y))
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self.sauron = Sauron(self, 1, 10)
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self.enemy_cells.append(self.get_cell_number(self.sauron.x,self.sauron.y))
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self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.sauron.x,self.sauron.y))
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self.flower = Health_flower(self, 8,2)
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#self.unknown_mob = Unknown_mob(self,8,8) #unknown mob
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for y in range(5):
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self.rock = Rocks(self,3,y)
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self.wall_cells.append(self.get_cell_number(self.rock.x,self.rock.y))
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self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
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for i in range(10):
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x = random.randint(0,12)
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y = random.randint(0,11)
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self.grass = Grass(self,x,y)
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self.grass_cells.append(self.bfs.get_cell_number(self.grass.x,self.grass.y))
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def update(self):
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@ -63,7 +72,7 @@ class Game:
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if event.type == pygame.MOUSEBUTTONDOWN:
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mouse_presses = pygame.mouse.get_pressed()
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if mouse_presses[0]:
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self.bfs()
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self.bfs.bfs()
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def map(self): # tworzenie mapy
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self.clock.tick(FRAMERATE)
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@ -75,6 +84,7 @@ class Game:
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self.flowers.draw(self.SCREEN)
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self.all_sprites.draw(self.SCREEN)
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self.rock_sprites.draw(self.SCREEN)
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self.grass_sprites.draw(self.SCREEN)
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self.SCREEN.blit(self.LVL_ICON, (340 ,780))
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pygame.display.update()
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@ -83,194 +93,23 @@ class Game:
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self.update()
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self.map()
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grass_cells = []
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'''def astar(self):
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def function(self):
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def cost(self):
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cost = 0
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while()
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'''
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# BFS ALGORITHM
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open_queue = []
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close_queue = []
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wall_cells = []
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enemy_cells = []
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def bfs(self):
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print("x: ", self.agent.x, "y: ", self.agent.y)
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|
||||
self.open_queue.append(self.get_cell_number(self.agent.x,self.agent.y))
|
||||
# tutaj dodaje się cel agenta
|
||||
goal_cell = self.get_cell_number(self.flower.x,self.flower.y)
|
||||
|
||||
path = []
|
||||
processing = True
|
||||
find_path = False
|
||||
while processing: # główna pętla
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
exit()
|
||||
|
||||
if len(self.open_queue) > 0 :
|
||||
current_node_cell = self.open_queue.pop(0)
|
||||
|
||||
if(current_node_cell in self.close_queue):
|
||||
continue
|
||||
|
||||
print("Aktualna kratka: ", current_node_cell)
|
||||
print("Cel znajduje się na kratce: ", goal_cell)
|
||||
|
||||
if (current_node_cell == goal_cell):
|
||||
self.close_queue.append(current_node_cell)
|
||||
found_goal_cell = current_node_cell
|
||||
print("Znaleziono cel, szukanie drogi z odwiedzonych węzłów, kolejka odwiedzonych:", self.close_queue)
|
||||
processing = False
|
||||
find_path = True
|
||||
self.clock.tick(2)
|
||||
else:
|
||||
child_node_cells = self.get_child_nodes(current_node_cell)
|
||||
self.close_queue.append(current_node_cell)
|
||||
print("Sąsiedzi: ", child_node_cells)
|
||||
for child_node in child_node_cells:
|
||||
if child_node not in self.open_queue and child_node not in self.close_queue:
|
||||
self.open_queue.append(child_node)
|
||||
print("Kolejka: ", self.open_queue, "\n")
|
||||
else:
|
||||
print("Brak nowych węzłów, kolejka: ",self. open_queue)
|
||||
print("Odwiedzone : ", self.close_queue)
|
||||
return self.close_queue
|
||||
|
||||
dead_end_nodes = []
|
||||
while find_path:
|
||||
path.append(self.close_queue[0])
|
||||
|
||||
for i in range(len(self.close_queue) -1):
|
||||
from_cell = path[-1]
|
||||
to_cell = self.close_queue[i+1]
|
||||
|
||||
if to_cell in dead_end_nodes:
|
||||
continue
|
||||
|
||||
if self.verify_move(from_cell, to_cell):
|
||||
path.append(to_cell)
|
||||
|
||||
if path[-1] == found_goal_cell:
|
||||
find_path = False
|
||||
else:
|
||||
dead_end_nodes.append(path[-1])
|
||||
path = []
|
||||
|
||||
print("Droga: ", path)
|
||||
self.move_agent(path)
|
||||
|
||||
|
||||
def get_cell_number(self,x, y): #zamienia koordynaty na numer kratki
|
||||
cell_number = None
|
||||
cell_number =(x // TILE_SIZE) + (NUM_ROWS * (( y// TILE_SIZE)))
|
||||
return cell_number
|
||||
|
||||
def get_child_nodes(self,cell_number):
|
||||
children = []
|
||||
up = self.get_up_cell(cell_number)
|
||||
if up is not None and up not in self.wall_cells and up not in self.enemy_cells:
|
||||
children.append(up)
|
||||
|
||||
right = self.get_right_cell(cell_number)
|
||||
if right is not None and right not in self.wall_cells and up not in self.enemy_cells:
|
||||
children.append(right)
|
||||
|
||||
down = self.get_down_cell(cell_number)
|
||||
if down is not None and down not in self.wall_cells and up not in self.enemy_cells:
|
||||
children.append(down)
|
||||
|
||||
left = self.get_left_cell(cell_number)
|
||||
if left is not None and left not in self.wall_cells and up not in self.enemy_cells:
|
||||
children.append(left)
|
||||
|
||||
return children
|
||||
|
||||
|
||||
def get_up_cell(self,cell_number):
|
||||
cell_row_number = cell_number // NUM_ROWS
|
||||
if (cell_row_number - 1 < 0):
|
||||
return None
|
||||
else:
|
||||
return (cell_number - NUM_ROWS)
|
||||
|
||||
def get_right_cell(self,cell_number):
|
||||
cell_column_number = cell_number % NUM_ROWS
|
||||
if (cell_column_number + 1 >= NUM_ROWS):
|
||||
return None
|
||||
else:
|
||||
return (cell_number + 1)
|
||||
|
||||
def get_down_cell(self,cell_number):
|
||||
cell_row_number = cell_number // NUM_ROWS
|
||||
if (cell_row_number + 1 >= NUM_ROWS):
|
||||
return None
|
||||
else:
|
||||
return (cell_number + NUM_ROWS)
|
||||
|
||||
def get_left_cell(self,cell_number):
|
||||
cell_column_number = cell_number % NUM_ROWS
|
||||
if (cell_column_number - 1 < 0):
|
||||
return None
|
||||
else:
|
||||
return (cell_number - 1)
|
||||
|
||||
def verify_move(self,from_cell, to_cell): #sprawdzenie czy ruch jest poprawny czyt. czy następna kratka to przeszkoda lub mob
|
||||
if (to_cell in self.wall_cells or to_cell in self.enemy_cells):
|
||||
return False
|
||||
|
||||
if(from_cell + 1 == to_cell):
|
||||
return True
|
||||
|
||||
if(from_cell - 1 == to_cell):
|
||||
return True
|
||||
|
||||
if(from_cell - NUM_ROWS == to_cell):
|
||||
return True
|
||||
|
||||
if(from_cell + NUM_ROWS == to_cell):
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def move_agent(self,path):
|
||||
for cell_to_move in path:
|
||||
x, y = self.get_coordinates(cell_to_move)
|
||||
print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
|
||||
if(self.get_cell_number(self.agent.x,self.agent.y)!=cell_to_move):
|
||||
if x > self.agent.rect.x:
|
||||
self.agent.direction = 0
|
||||
elif y > self.agent.rect.y:
|
||||
self.agent.direction = 1
|
||||
elif x < self.agent.rect.x:
|
||||
self.agent.direction = 2
|
||||
elif y < self.agent.rect.y:
|
||||
self.agent.direction = 3
|
||||
if self.agent.direction==0:
|
||||
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
|
||||
self.agent.x_change += TILE_SIZE
|
||||
elif self.agent.direction==1:
|
||||
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
|
||||
self.agent.y_change += TILE_SIZE
|
||||
elif self.agent.direction==2:
|
||||
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
|
||||
self.agent.x_change -= TILE_SIZE
|
||||
elif self.agent.direction==3:
|
||||
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
|
||||
self.agent.y_change -= TILE_SIZE
|
||||
|
||||
self.agent.rotate()
|
||||
self.update()
|
||||
self.map()
|
||||
|
||||
print("Położenie agenta: agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
|
||||
self.clock.tick(2)
|
||||
|
||||
def get_coordinates(self,cell_to_move): #zamienia numer kratki na koordynaty
|
||||
cell_row_number = cell_to_move // NUM_ROWS
|
||||
cell_column_number = cell_to_move % NUM_ROWS
|
||||
|
||||
y = cell_row_number * TILE_SIZE
|
||||
x = cell_column_number * TILE_SIZE
|
||||
return x, y
|
||||
|
||||
|
||||
g = Game()
|
||||
g.new()
|
||||
|
@ -5,7 +5,8 @@ class Rocks(pygame.sprite.Sprite):
|
||||
|
||||
def __init__(self,game,x,y):
|
||||
self.game = game
|
||||
self.groups = self.game.all_sprites, self.game.rock_sprites
|
||||
self.groups = self.game.rock_sprites
|
||||
|
||||
pygame.sprite.Sprite.__init__(self, self.groups)
|
||||
|
||||
self.x = x * TILE_SIZE
|
||||
@ -23,4 +24,60 @@ class Rocks(pygame.sprite.Sprite):
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.x = self.x
|
||||
self.rect.y = self.y
|
||||
|
||||
|
||||
|
||||
class Grass(pygame.sprite.Sprite):
|
||||
|
||||
def __init__(self,game,x,y):
|
||||
self.game = game
|
||||
self.groups = self.game.grass_sprites
|
||||
pygame.sprite.Sprite.__init__(self, self.groups)
|
||||
|
||||
self.x = x * TILE_SIZE
|
||||
self.y = y * TILE_SIZE
|
||||
self.width = TILE_SIZE
|
||||
self.height = TILE_SIZE
|
||||
|
||||
self.GRASS_PNG = pygame.image.load("./zdjecia/grass.png")
|
||||
self.GRASS = pygame.transform.scale(self.GRASS_PNG,(64,64))
|
||||
|
||||
self.image = pygame.Surface([self.width, self.height])
|
||||
self.image.blit(self.GRASS,(0,0))
|
||||
self.image.set_colorkey((0, 0, 0))
|
||||
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.x = self.x
|
||||
self.rect.y = self.y
|
||||
|
||||
self.cost = 10
|
||||
|
||||
self._layer = GRASS_LAYER
|
||||
|
||||
class Health_flower(pygame.sprite.Sprite):
|
||||
|
||||
|
||||
def __init__(self, game, x, y):
|
||||
self.game = game
|
||||
self.groups = self.game.flowers,
|
||||
pygame.sprite.Sprite.__init__(self, self.groups)
|
||||
|
||||
self.x = x * TILE_SIZE
|
||||
self.y = y * TILE_SIZE
|
||||
self.width = TILE_SIZE
|
||||
self.height = TILE_SIZE
|
||||
|
||||
self.FLOWER_IMG = pygame.image.load("./zdjecia/flower.png")
|
||||
self.FLOWER = pygame.transform.scale(self.FLOWER_IMG,(64,64))
|
||||
|
||||
self.image = pygame.Surface([self.width, self.height])
|
||||
self.image.blit(self.FLOWER, (0,0))
|
||||
self.image.set_colorkey((0, 0, 0))
|
||||
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.x = self.x
|
||||
self.rect.y = self.y
|
||||
|
||||
self._layer = FLOWER_LAYER
|
||||
|
||||
|
||||
|
113
mobs.py
Normal file
113
mobs.py
Normal file
@ -0,0 +1,113 @@
|
||||
import pygame
|
||||
from config import *
|
||||
|
||||
class Archer_ork(pygame.sprite.Sprite):
|
||||
|
||||
|
||||
def __init__(self, game, x, y):
|
||||
self.game = game
|
||||
self.groups = self.game.all_sprites, self.game.archer_orks
|
||||
pygame.sprite.Sprite.__init__(self, self.groups)
|
||||
|
||||
self.x = x * TILE_SIZE
|
||||
self.y = y * TILE_SIZE
|
||||
self.width = TILE_SIZE
|
||||
self.height = TILE_SIZE
|
||||
|
||||
self.ARCHER_ORK_IMG = pygame.image.load("./zdjecia/ork_lucznik.png")
|
||||
self.ARCHER_ORK = pygame.transform.scale(self.ARCHER_ORK_IMG,(64,64))
|
||||
|
||||
self.image = pygame.Surface([self.width, self.height])
|
||||
self.image.blit(self.ARCHER_ORK, (0,0))
|
||||
self.image.set_colorkey((0, 0, 0))
|
||||
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.x = self.x
|
||||
self.rect.y = self.y
|
||||
|
||||
self.level = 1
|
||||
self.damage = 50*self.level
|
||||
|
||||
class Infantry_ork(pygame.sprite.Sprite):
|
||||
|
||||
|
||||
def __init__(self, game, x, y):
|
||||
self.game = game
|
||||
self.groups = self.game.all_sprites, self.game.infantry_orks
|
||||
pygame.sprite.Sprite.__init__(self, self.groups)
|
||||
|
||||
self.x = x * TILE_SIZE
|
||||
self.y = y * TILE_SIZE
|
||||
self.width = TILE_SIZE
|
||||
self.height = TILE_SIZE
|
||||
|
||||
self.INFANTRY_ORK_IMG = pygame.image.load("./zdjecia/ork-piechota.png")
|
||||
self.INFANTRY_ORK = pygame.transform.scale(self.INFANTRY_ORK_IMG,(64,64))
|
||||
|
||||
self.image = pygame.Surface([self.width, self.height])
|
||||
self.image.blit(self.INFANTRY_ORK, (0,0))
|
||||
self.image.set_colorkey((0, 0, 0))
|
||||
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.x = self.x
|
||||
self.rect.y = self.y
|
||||
|
||||
self.level = 2
|
||||
self.damage = 50*self.level
|
||||
|
||||
|
||||
class Infantry_ork2(pygame.sprite.Sprite):
|
||||
|
||||
|
||||
def __init__(self, game, x, y):
|
||||
self.game = game
|
||||
self.groups = self.game.all_sprites, self.game.infantry_orks2
|
||||
pygame.sprite.Sprite.__init__(self, self.groups)
|
||||
|
||||
self.x = x * TILE_SIZE
|
||||
self.y = y * TILE_SIZE
|
||||
self.width = TILE_SIZE
|
||||
self.height = TILE_SIZE
|
||||
|
||||
self.INFANTRY_ORK2_IMG = pygame.image.load("./zdjecia/ork-piechota2.png")
|
||||
self.INFANTRY_ORK2 = pygame.transform.scale(self.INFANTRY_ORK2_IMG,(64,64))
|
||||
|
||||
self.image = pygame.Surface([self.width, self.height])
|
||||
self.image.blit(self.INFANTRY_ORK2, (0,0))
|
||||
self.image.set_colorkey((0, 0, 0))
|
||||
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.x = self.x
|
||||
self.rect.y = self.y
|
||||
|
||||
self.level = 3
|
||||
self.damage = 50*self.level
|
||||
|
||||
|
||||
class Sauron(pygame.sprite.Sprite):
|
||||
|
||||
|
||||
def __init__(self, game, x, y):
|
||||
self.game = game
|
||||
self.groups = self.game.all_sprites, self.game.sauronL
|
||||
pygame.sprite.Sprite.__init__(self, self.groups)
|
||||
|
||||
self.x = x * TILE_SIZE
|
||||
self.y = y * TILE_SIZE
|
||||
self.width = TILE_SIZE
|
||||
self.height = TILE_SIZE
|
||||
|
||||
self.SAURON_IMG = pygame.image.load("./zdjecia/sauron.png")
|
||||
self.SAURON = pygame.transform.scale(self.SAURON_IMG,(64,64))
|
||||
|
||||
self.image = pygame.Surface([self.width, self.height])
|
||||
self.image.blit(self.SAURON, (0,0))
|
||||
self.image.set_colorkey((0, 0, 0))
|
||||
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.x = self.x
|
||||
self.rect.y = self.y
|
||||
|
||||
self.level = 4
|
||||
self.damage = 50*self.level
|
||||
|
29
sauron.py
29
sauron.py
@ -1,29 +0,0 @@
|
||||
import pygame
|
||||
from config import *
|
||||
|
||||
class Sauron(pygame.sprite.Sprite):
|
||||
|
||||
|
||||
def __init__(self, game, x, y):
|
||||
self.game = game
|
||||
self.groups = self.game.all_sprites, self.game.sauronL
|
||||
pygame.sprite.Sprite.__init__(self, self.groups)
|
||||
|
||||
self.x = x * TILE_SIZE
|
||||
self.y = y * TILE_SIZE
|
||||
self.width = TILE_SIZE
|
||||
self.height = TILE_SIZE
|
||||
|
||||
self.SAURON_IMG = pygame.image.load("./zdjecia/sauron.png")
|
||||
self.SAURON = pygame.transform.scale(self.SAURON_IMG,(64,64))
|
||||
|
||||
self.image = pygame.Surface([self.width, self.height])
|
||||
self.image.blit(self.SAURON, (0,0))
|
||||
self.image.set_colorkey((0, 0, 0))
|
||||
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.x = self.x
|
||||
self.rect.y = self.y
|
||||
|
||||
self.level = 4
|
||||
self.damage = 50*self.level
|
BIN
zdjecia/grass.png
Normal file
BIN
zdjecia/grass.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 29 KiB |
Loading…
Reference in New Issue
Block a user