dodanie trawy (większy koszt) i porządek w kodzie
This commit is contained in:
parent
6b5f4386bc
commit
e8bf3725fc
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
__pycache__/mobs.cpython-310.pyc
Normal file
BIN
__pycache__/mobs.cpython-310.pyc
Normal file
Binary file not shown.
@ -1,29 +0,0 @@
|
|||||||
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
|
|
193
bfs.py
Normal file
193
bfs.py
Normal file
@ -0,0 +1,193 @@
|
|||||||
|
import pygame
|
||||||
|
from config import *
|
||||||
|
class Bfs:
|
||||||
|
|
||||||
|
def __init__(self,game):
|
||||||
|
|
||||||
|
self.game = game
|
||||||
|
|
||||||
|
self.open_queue = []
|
||||||
|
self.close_queue = []
|
||||||
|
self.wall_cells = []
|
||||||
|
self.enemy_cells = []
|
||||||
|
|
||||||
|
def bfs(self):
|
||||||
|
print("x: ", self.game.agent.x, "y: ", self.game.agent.y)
|
||||||
|
|
||||||
|
self.open_queue.append(self.get_cell_number(self.game.agent.x,self.game.agent.y))
|
||||||
|
# tutaj dodaje się cel agenta
|
||||||
|
goal_cell = self.get_cell_number(self.game.flower.x,self.game.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.game.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.game.agent.rect.x, ", agent.y: ", self.game.agent.rect.y)
|
||||||
|
if(self.get_cell_number(self.game.agent.x,self.game.agent.y)!=cell_to_move):
|
||||||
|
if x > self.game.agent.rect.x:
|
||||||
|
self.game.agent.direction = 0
|
||||||
|
elif y > self.game.agent.rect.y:
|
||||||
|
self.game.agent.direction = 1
|
||||||
|
elif x < self.game.agent.rect.x:
|
||||||
|
self.game.agent.direction = 2
|
||||||
|
elif y < self.game.agent.rect.y:
|
||||||
|
self.game.agent.direction = 3
|
||||||
|
if self.game.agent.direction==0:
|
||||||
|
print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
|
||||||
|
self.game.agent.x_change += TILE_SIZE
|
||||||
|
elif self.game.agent.direction==1:
|
||||||
|
print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
|
||||||
|
self.game.agent.y_change += TILE_SIZE
|
||||||
|
elif self.game.agent.direction==2:
|
||||||
|
print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
|
||||||
|
self.game.agent.x_change -= TILE_SIZE
|
||||||
|
elif self.game.agent.direction==3:
|
||||||
|
print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
|
||||||
|
self.game.agent.y_change -= TILE_SIZE
|
||||||
|
|
||||||
|
self.game.agent.rotate()
|
||||||
|
self.game.update()
|
||||||
|
self.game.map()
|
||||||
|
|
||||||
|
print("Położenie agenta: agent.x: ", self.game.agent.rect.x, ", agent.y: ", self.game.agent.rect.y)
|
||||||
|
self.game.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
|
@ -1,5 +1,3 @@
|
|||||||
import pygame
|
|
||||||
|
|
||||||
FRAMERATE = 30
|
FRAMERATE = 30
|
||||||
WIDTH, HEIGHT = 832, 832
|
WIDTH, HEIGHT = 832, 832
|
||||||
TILE_SIZE = 64
|
TILE_SIZE = 64
|
||||||
@ -8,3 +6,4 @@ WHITE = ((255,255,255))
|
|||||||
NUM_ROWS = WIDTH//TILE_SIZE
|
NUM_ROWS = WIDTH//TILE_SIZE
|
||||||
AGENT_LAYER = 2
|
AGENT_LAYER = 2
|
||||||
FLOWER_LAYER = 1
|
FLOWER_LAYER = 1
|
||||||
|
GRASS_LAYER = 3
|
@ -1,28 +0,0 @@
|
|||||||
import pygame
|
|
||||||
from config import *
|
|
||||||
|
|
||||||
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
|
|
@ -1,29 +0,0 @@
|
|||||||
import pygame
|
|
||||||
from config import *
|
|
||||||
|
|
||||||
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
|
|
@ -1,29 +0,0 @@
|
|||||||
import pygame
|
|
||||||
from config import *
|
|
||||||
|
|
||||||
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
|
|
235
main.py
235
main.py
@ -2,12 +2,10 @@ import pygame
|
|||||||
from config import *
|
from config import *
|
||||||
from agent import *
|
from agent import *
|
||||||
from map_add_ons import *
|
from map_add_ons import *
|
||||||
from archer_ork import *
|
from mobs import *
|
||||||
from infantry_ork import *
|
|
||||||
from infantry_ork2 import *
|
|
||||||
from sauron import *
|
|
||||||
from health_flower import *
|
|
||||||
#from unknown_mob import * #unknown mob
|
#from unknown_mob import * #unknown mob
|
||||||
|
import random
|
||||||
|
from bfs import *
|
||||||
|
|
||||||
class Game:
|
class Game:
|
||||||
|
|
||||||
@ -26,29 +24,40 @@ class Game:
|
|||||||
|
|
||||||
pygame.display.set_caption('Gra-SI')
|
pygame.display.set_caption('Gra-SI')
|
||||||
|
|
||||||
|
self.bfs = Bfs(self)
|
||||||
|
|
||||||
def new(self): # tworzy się nowa sesja grania
|
def new(self): # tworzy się nowa sesja grania
|
||||||
self.all_sprites = pygame.sprite.LayeredUpdates()
|
self.all_sprites = pygame.sprite.LayeredUpdates()
|
||||||
|
|
||||||
self.rock_sprites = pygame.sprite.LayeredUpdates()
|
self.rock_sprites = pygame.sprite.LayeredUpdates()
|
||||||
|
self.grass_sprites = pygame.sprite.LayeredUpdates()
|
||||||
self.archer_orks = pygame.sprite.LayeredUpdates()
|
self.archer_orks = pygame.sprite.LayeredUpdates()
|
||||||
self.infantry_orks = pygame.sprite.LayeredUpdates()
|
self.infantry_orks = pygame.sprite.LayeredUpdates()
|
||||||
self.infantry_orks2 = pygame.sprite.LayeredUpdates()
|
self.infantry_orks2 = pygame.sprite.LayeredUpdates()
|
||||||
self.sauronL = pygame.sprite.LayeredUpdates()
|
self.sauronL = pygame.sprite.LayeredUpdates()
|
||||||
self.flowers = pygame.sprite.LayeredUpdates()
|
self.flowers = pygame.sprite.LayeredUpdates()
|
||||||
|
|
||||||
#self.unknown_mobs = pygame.sprite.LayeredUpdates() #unknown mob
|
#self.unknown_mobs = pygame.sprite.LayeredUpdates() #unknown mob
|
||||||
self.agent = Agent(self,1,1)
|
self.agent = Agent(self,1,1)
|
||||||
self.archer_ork = Archer_ork(self,10,10)
|
self.archer_ork = Archer_ork(self,10,10)
|
||||||
self.enemy_cells.append(self.get_cell_number(self.archer_ork.x,self.archer_ork.y))
|
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.archer_ork.x,self.archer_ork.y))
|
||||||
self.infantry_ork = Infantry_ork(self,10,4)
|
self.infantry_ork = Infantry_ork(self,10,4)
|
||||||
self.enemy_cells.append(self.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
|
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
|
||||||
self.infantry_ork2 = Infantry_ork2(self,6,3)
|
self.infantry_ork2 = Infantry_ork2(self,6,3)
|
||||||
self.enemy_cells.append(self.get_cell_number(self.infantry_ork2.x,self.infantry_ork2.y))
|
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork2.x,self.infantry_ork2.y))
|
||||||
self.sauron = Sauron(self, 1, 10)
|
self.sauron = Sauron(self, 1, 10)
|
||||||
self.enemy_cells.append(self.get_cell_number(self.sauron.x,self.sauron.y))
|
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.sauron.x,self.sauron.y))
|
||||||
self.flower = Health_flower(self, 8,2)
|
self.flower = Health_flower(self, 8,2)
|
||||||
#self.unknown_mob = Unknown_mob(self,8,8) #unknown mob
|
#self.unknown_mob = Unknown_mob(self,8,8) #unknown mob
|
||||||
for y in range(5):
|
for y in range(5):
|
||||||
self.rock = Rocks(self,3,y)
|
self.rock = Rocks(self,3,y)
|
||||||
self.wall_cells.append(self.get_cell_number(self.rock.x,self.rock.y))
|
self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
|
||||||
|
for i in range(10):
|
||||||
|
x = random.randint(0,12)
|
||||||
|
y = random.randint(0,11)
|
||||||
|
self.grass = Grass(self,x,y)
|
||||||
|
self.grass_cells.append(self.bfs.get_cell_number(self.grass.x,self.grass.y))
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
def update(self):
|
def update(self):
|
||||||
@ -63,7 +72,7 @@ class Game:
|
|||||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||||
mouse_presses = pygame.mouse.get_pressed()
|
mouse_presses = pygame.mouse.get_pressed()
|
||||||
if mouse_presses[0]:
|
if mouse_presses[0]:
|
||||||
self.bfs()
|
self.bfs.bfs()
|
||||||
|
|
||||||
def map(self): # tworzenie mapy
|
def map(self): # tworzenie mapy
|
||||||
self.clock.tick(FRAMERATE)
|
self.clock.tick(FRAMERATE)
|
||||||
@ -75,6 +84,7 @@ class Game:
|
|||||||
self.flowers.draw(self.SCREEN)
|
self.flowers.draw(self.SCREEN)
|
||||||
self.all_sprites.draw(self.SCREEN)
|
self.all_sprites.draw(self.SCREEN)
|
||||||
self.rock_sprites.draw(self.SCREEN)
|
self.rock_sprites.draw(self.SCREEN)
|
||||||
|
self.grass_sprites.draw(self.SCREEN)
|
||||||
self.SCREEN.blit(self.LVL_ICON, (340 ,780))
|
self.SCREEN.blit(self.LVL_ICON, (340 ,780))
|
||||||
pygame.display.update()
|
pygame.display.update()
|
||||||
|
|
||||||
@ -83,195 +93,24 @@ class Game:
|
|||||||
self.update()
|
self.update()
|
||||||
self.map()
|
self.map()
|
||||||
|
|
||||||
|
grass_cells = []
|
||||||
|
|
||||||
|
|
||||||
|
'''def astar(self):
|
||||||
|
|
||||||
|
|
||||||
|
def function(self):
|
||||||
|
|
||||||
|
|
||||||
|
def cost(self):
|
||||||
|
cost = 0
|
||||||
|
while()
|
||||||
|
'''
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
# BFS ALGORITHM
|
# BFS ALGORITHM
|
||||||
|
|
||||||
open_queue = []
|
|
||||||
close_queue = []
|
|
||||||
wall_cells = []
|
|
||||||
enemy_cells = []
|
|
||||||
|
|
||||||
def bfs(self):
|
|
||||||
print("x: ", self.agent.x, "y: ", self.agent.y)
|
|
||||||
|
|
||||||
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 = Game()
|
||||||
g.new()
|
g.new()
|
||||||
while g.running:
|
while g.running:
|
||||||
|
@ -5,7 +5,8 @@ class Rocks(pygame.sprite.Sprite):
|
|||||||
|
|
||||||
def __init__(self,game,x,y):
|
def __init__(self,game,x,y):
|
||||||
self.game = game
|
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)
|
pygame.sprite.Sprite.__init__(self, self.groups)
|
||||||
|
|
||||||
self.x = x * TILE_SIZE
|
self.x = x * TILE_SIZE
|
||||||
@ -24,3 +25,59 @@ class Rocks(pygame.sprite.Sprite):
|
|||||||
self.rect.x = self.x
|
self.rect.x = self.x
|
||||||
self.rect.y = self.y
|
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