Aggiungi la classe Point e implementa la gestione delle esplosioni nel gioco
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from .unit import Unit
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from .points import Point
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import uuid
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# Costanti
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AGE_THRESHOLD = 200
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class Bomb(Unit):
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def __init__(self, game, position=(0,0), id=None):
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super().__init__(position)
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self.id = id if id else uuid.uuid4()
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self.game = game
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self.position = position
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self.bbox = (0, 0, 0, 0)
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self.stop = 0
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self.age = 0
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self.speed = 4
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self.partial_move = 0
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self.position_before = position
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self.fight = False
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def move(self):
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pass
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def collisions(self):
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pass
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def die(self, unit=None):
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if not unit:
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unit = self
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self.game.units.pop(unit.id)
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def draw(self):
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n = self.age // 40
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n= 3 -n +1
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if n < 0:
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n = 0
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print(self.age)
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image = self.game.bomb_assets[n]
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image_size = self.game.engine.get_image_size(image)
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self.rat_image = image
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partial_x, partial_y = 0, 0
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x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
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y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
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self.game.engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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class Timer(Bomb):
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def move(self):
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self.age += self.speed
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if self.age == AGE_THRESHOLD:
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self.die()
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def die(self, unit=None):
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print("BOOM")
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if not unit:
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unit = self
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self.game.play_sound("BOMB.WAV")
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self.game.units.pop(unit.id)
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self.game.spawn_unit(Explosion, unit.position)
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for direction in ["N", "S", "E", "W"]:
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x, y = unit.position
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while True:
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if not self.game.map.is_wall(x, y):
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self.game.spawn_unit(Explosion, (x, y))
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for victim in self.game.unit_positions.get((x, y), []):
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if victim.id in self.game.units:
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if victim.partial_move >= 0.5:
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victim.die()
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self.game.spawn_unit(Point, (x, y), value=10)
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for victim in self.game.unit_positions_before.get((x, y), []):
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if victim.id in self.game.units:
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if victim.partial_move < 0.5:
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victim.die()
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self.game.spawn_unit(Point, (x, y), value=10)
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else:
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break
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if direction == "N":
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y -= 1
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elif direction == "S":
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y += 1
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elif direction == "E":
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x += 1
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elif direction == "W":
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x -= 1
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class Explosion(Bomb):
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def move(self):
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self.age += self.speed*5
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if self.age == AGE_THRESHOLD:
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self.die()
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def draw(self):
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image = self.game.assets["BMP_EXPLOSION"]
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image_size = self.game.engine.get_image_size(image)
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partial_x, partial_y = 0, 0
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x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
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y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
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self.game.engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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@@ -0,0 +1,48 @@
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from .unit import Unit
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import random
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import uuid
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# Costanti
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AGE_THRESHOLD = 200
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class Point(Unit):
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def __init__(self, game, position=(0,0), id=None, value=5):
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super().__init__(position)
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self.id = id if id else uuid.uuid4()
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self.game = game
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self.position = position
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self.bbox = (0, 0, 0, 0)
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self.stop = 0
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self.age = 0
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self.speed = 4
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self.partial_move = 0
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self.position_before = position
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self.fight = False
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self.value = value
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self.game.add_point(self.value)
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def move(self):
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self.age += self.speed
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if self.age == AGE_THRESHOLD:
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self.die()
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def collisions(self):
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pass
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def die(self, unit=None):
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if not unit:
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unit = self
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self.game.units.pop(unit.id)
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def draw(self):
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image = self.game.assets[f"BMP_BONUS_{self.value}"]
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image_size = self.game.engine.get_image_size(image)
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self.rat_image = image
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partial_x, partial_y = 0, 0
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x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
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y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
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self.game.engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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+3
-4
@@ -1,4 +1,5 @@
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from .unit import Unit
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import random
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import uuid
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@@ -21,7 +22,7 @@ class Rat(Unit):
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self.speed = .10
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self.partial_move = 0
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self.position_before = position
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self.fight = True
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self.fight = False
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def calculate_rat_direction(self):
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x, y = self.position
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@@ -97,10 +98,8 @@ class Rat(Unit):
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def die(self, unit=None):
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if not unit:
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unit = self
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self.game.play_sound("POISON.WAV")
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self.game.units.pop(unit.id)
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def draw(self):
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direction = self.calculate_rat_direction()
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sex = self.sex if self.age > AGE_THRESHOLD else "BABY"
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@@ -119,7 +118,7 @@ class Rat(Unit):
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self.game.engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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self.bbox = (x_pos, y_pos, x_pos + image_size[0], y_pos + image_size[1])
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self.game.engine.draw_rectangle(self.bbox[0], self.bbox[1], self.bbox[2] - self.bbox[0], self.bbox[3] - self.bbox[1], "unit")
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#self.game.engine.draw_rectangle(self.bbox[0], self.bbox[1], self.bbox[2] - self.bbox[0], self.bbox[3] - self.bbox[1], "unit")
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class Male(Rat):
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def __init__(self, map, position=(0,0), id=None):
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