Browse Source

Aggiungi la classe Point e implementa la gestione delle esplosioni nel gioco

master
Matteo Benedetto 1 year ago
parent
commit
acbd943b27
  1. 0
      assets/Rat/BMP_BOMB0.png
  2. 5
      engine/maze.py
  3. 37
      engine/sdl2.py
  4. 2
      maze.json
  5. 19
      maze.py
  6. 61
      rats.py
  7. BIN
      units/__pycache__/rat.cpython-313.pyc
  8. 105
      units/bomb.py
  9. 48
      units/points.py
  10. 7
      units/rat.py

0
assets/Rat/BMP_BOMB.png → assets/Rat/BMP_BOMB0.png

Before

Width:  |  Height:  |  Size: 380 B

After

Width:  |  Height:  |  Size: 380 B

5
engine/maze.py

@ -6,4 +6,7 @@ class Map:
with open(maze_file, 'r') as file:
self.matrix = json.load(file)
self.height = len(self.matrix)
self.width = len(self.matrix[0])
self.width = len(self.matrix[0])
def is_wall(self, x, y):
return self.matrix[y][x]

37
engine/sdl2.py

@ -12,8 +12,10 @@ class GameWindow:
self.width = width * cell_size
self.height = height * cell_size
self.target_size = (640, 480)
self.w_offset = (self.target_size[0] - self.width) // 2
self.h_offset = (self.target_size[1] - self.height) // 2
self.w_start_offset = (self.target_size[0] - self.width) // 2
self.h_start_offset = (self.target_size[1] - self.height) // 2
self.w_offset = self.w_start_offset
self.h_offset = self.h_start_offset
print(f"Screen size: {self.width}x{self.height}")
self.delay = 30
sdl2.ext.init()
@ -64,7 +66,13 @@ class GameWindow:
def draw_rectangle(self, x, y, width, height, tag, outline="red"):
x, y = x + self.w_offset, y + self.h_offset
self.renderer.draw_rect((x, y, width, height), color=sdl2.ext.Color(255, 0, 0))
def draw_pointer(self, x, y):
x=x+self.w_offset
y=y+self.h_offset
for i in range(3):
self.renderer.draw_rect((x + i,y+i, self.cell_size-2*i, self.cell_size-2*i), color=sdl2.ext.Color(255, 0, 0))
def delete_tag(self, tag):
pass
@ -77,6 +85,9 @@ class GameWindow:
def new_cycle(self, delay, callback):
pass
def full_screen(self,flag):
sdl2.SDL_SetWindowFullscreen(self.window.window, flag)
def mainloop(self, **kwargs):
while self.running:
@ -91,6 +102,26 @@ class GameWindow:
elif event.type == sdl2.SDL_KEYDOWN and self.key_callback:
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
self.key_callback(key)
elif event.type == sdl2.SDL_MOUSEMOTION:
self.scroll_view((event.motion.x//self.cell_size, event.motion.y//self.cell_size))
elif event.type == sdl2.SDL_JOYBUTTONDOWN:
if event.jbutton.button == 0:
self.close()
# Disegna qui gli sprite
self.renderer.present()
sdl2.SDL_Delay(self.delay)
def close(self):
self.running = False
sdl2.ext.quit()
def scroll_view(self, pointer):
x, y = pointer
x = -x * self.cell_size
y = -y * self.cell_size
self.w_offset = x //2
if -y < self.height-(self.height-self.target_size[1])-self.cell_size:
self.h_offset = y //2

2
maze.json

@ -1 +1 @@
[[true, true, true, true, true, true, true, true, true, true, true, true, true, true, true], [true, false, true, false, false, false, false, false, false, false, false, false, false, false, true], [true, false, true, true, true, false, true, true, true, true, true, true, true, false, true], [true, false, false, false, true, false, true, false, false, false, false, false, true, false, true], [true, true, true, false, true, false, true, false, true, true, true, false, true, false, true], [true, false, false, false, true, false, false, false, true, false, false, false, true, false, true], [true, false, true, true, true, true, true, true, true, false, true, true, true, false, true], [true, false, false, false, true, false, false, false, true, false, false, false, true, false, true], [true, true, true, false, true, false, true, false, true, true, true, false, true, true, true], [true, false, false, false, false, false, true, false, false, false, false, false, false, false, true], [true, true, true, true, true, true, true, true, true, true, true, true, true, true, true]]
[[true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true], [true, false, false, false, true, false, false, false, false, false, false, false, false, false, false, false, true, false, false, false, false, false, true, false, false, false, false, false, false, false, true], [true, true, true, false, true, true, true, false, true, true, true, true, true, true, true, false, true, true, true, false, true, false, true, true, true, true, true, false, true, true, true], [true, false, false, false, true, false, false, false, true, false, true, false, false, false, true, false, false, false, false, false, true, false, false, false, false, false, true, false, false, false, true], [true, false, true, true, true, false, true, true, true, false, true, false, true, false, true, true, true, true, true, true, true, true, true, true, true, false, true, true, true, false, true], [true, false, false, false, true, false, true, false, false, false, false, false, true, false, false, false, false, false, false, false, false, false, true, false, true, false, false, false, true, false, true], [true, true, true, false, true, false, true, false, true, true, true, true, true, false, true, true, true, true, true, true, true, false, true, false, true, true, true, false, true, false, true], [true, false, false, false, true, false, true, false, true, false, false, false, true, false, true, false, true, false, false, false, true, false, false, false, false, false, true, false, false, false, true], [true, false, true, true, true, false, true, true, true, false, true, false, true, false, true, false, true, false, true, false, true, true, true, true, true, false, true, true, true, false, true], [true, false, false, false, true, false, false, false, true, false, true, false, false, false, true, false, false, false, true, false, false, false, true, false, false, false, true, false, true, false, true], [true, true, true, false, true, false, true, false, true, false, true, true, true, true, true, true, true, true, true, true, true, false, true, false, true, true, true, false, true, false, true], [true, false, true, false, true, false, true, false, true, false, true, false, false, false, false, false, false, false, false, false, true, false, false, false, false, false, false, false, true, false, true], [true, false, true, false, true, true, true, false, true, false, true, false, true, true, true, true, true, true, true, false, true, false, true, true, true, true, true, true, true, false, true], [true, false, true, false, false, false, true, false, true, false, true, false, true, false, false, false, true, false, true, false, true, false, false, false, true, false, false, false, false, false, true], [true, false, true, true, true, false, true, false, true, false, true, false, true, false, true, false, true, false, true, false, true, true, true, true, true, false, true, true, true, true, true], [true, false, false, false, false, false, false, false, true, false, false, false, false, false, true, false, false, false, true, false, false, false, false, false, false, false, false, false, false, false, true], [true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true]]

19
maze.py

@ -69,14 +69,18 @@ class MazeGenerator:
if self.stack: # Continue updating only if there are cells left to visit
self.window.after(10, self.update_maze)
else:
# After the maze is generated, remove some walls randomly
for _ in range(int((self.width - 1) * (self.height - 1) * 0.1 // 4)):
x = random.randrange(1, self.width - 1, 2)
y = random.randrange(1, self.height - 1, 2)
self.maze[y][x] = False
self.add_random_passages()
self.draw_maze()
with open('maze.json', 'w') as json_file:
json.dump(self.maze, json_file)
json.dump(self.maze, json_file)
def add_random_passages(self):
# Aggiungi passaggi casuali tra i corridoi
for _ in range(30):
x = random.randrange(1, self.width - 1, 2)
y = random.randrange(1, self.height - 1, 2)
print(x, y)
self.maze[y][x] = False
def draw_maze(self):
self.canvas.delete("all")
@ -92,6 +96,7 @@ class MazeGenerator:
elif self.stack and (j, i) == self.stack[-1]:
color = "blue" # Color the current position blue
self.canvas.create_rectangle(j*10, i*10, (j+1)*10, (i+1)*10, fill=color)
def run(self):
self.update_maze()
@ -99,5 +104,5 @@ class MazeGenerator:
self.window.mainloop()
# Crea e avvia il generatore di labirinti
generator = MazeGenerator(7, 5)
generator = MazeGenerator(15, 8)
generator.run()

61
rats.py

@ -2,17 +2,21 @@
import cProfile
import pstats
import random
from units import rat
from units import rat, bomb
import uuid
import subprocess
from engine import maze, sdl2 as engine
import os
class MiceMaze:
def __init__(self, maze_file):
self.map = maze.Map(maze_file)
self.pointer = (2,2)
self.audio = True
self.cell_size = 40
self.full_screen = False
self.engine = engine.GameWindow(self.map.width, self.map.height, self.cell_size, "Mice!", key_callback=self.key_pressed)
self.points = 0
self.graphics_load()
self.units = {}
self.unit_positions = {}
@ -26,7 +30,15 @@ class MiceMaze:
id = uuid.uuid4()
rat_class = rat.Male if random.random() < 0.5 else rat.Female
self.units[id] = rat_class(self, position, id)
def spawn_bomb(self, position):
id = uuid.uuid4()
self.units[id] = bomb.Timer(self, position, id)
def spawn_unit(self, unit, position, **kwargs):
id = uuid.uuid4()
self.units[id] = unit(self, position, id, **kwargs)
def choose_start(self):
if not hasattr(self, '_valid_positions'):
self._valid_positions = [
@ -45,6 +57,8 @@ class MiceMaze:
def update_maze(self):
self.engine.delete_tag("unit")
self.engine.delete_tag("effect")
self.engine.draw_pointer(self.pointer[0] * self.cell_size, self.pointer[1] * self.cell_size)
self.unit_positions.clear()
self.unit_positions_before.clear()
for unit in self.units.values():
@ -54,7 +68,7 @@ class MiceMaze:
unit.move()
unit.collisions()
unit.draw()
self.engine.update_status(f"Mice: {len(self.units)}")
self.engine.update_status(f"Mice: {len(self.units)} - Points: {self.points}")
self.engine.new_cycle(50, self.update_maze)
@ -65,7 +79,7 @@ class MiceMaze:
def key_pressed(self, key):
print(key)
if key == "Q":
self.engine.window.close()
self.engine.close()
elif key == "Return":
self.new_rat()
elif key == "D":
@ -73,10 +87,30 @@ class MiceMaze:
self.units[random.choice(list(self.units.keys()))].die()
elif key == "M":
self.audio = not self.audio
elif key == "S":
profiler.disable()
stats = pstats.Stats(profiler).sort_stats('cumtime')
stats.print_stats()
elif key == "F":
self.full_screen = not self.full_screen
self.engine.full_screen(self.full_screen)
elif key == "Up":
self.scroll_cursor(y=-1)
elif key == "Down":
self.scroll_cursor(y=1)
elif key == "Left":
self.scroll_cursor(x=-1)
elif key == "Right":
self.scroll_cursor(x=1)
elif key == "Space":
self.play_sound("BOMB.wav")
self.spawn_bomb(self.pointer)
def scroll_cursor(self, x=0, y=0):
if self.pointer[0] + x > self.map.width or self.pointer[1] + y > self.map.height:
return
self.pointer = (
max(1, min(self.map.width-2, self.pointer[0] + x)),
max(1, min(self.map.height-2, self.pointer[1] + y))
)
self.engine.scroll_view(self.pointer)
def play_sound(self, sound_file):
if self.audio:
@ -86,10 +120,21 @@ class MiceMaze:
self.tunnel = self.engine.load_image("Rat/BMP_TUNNEL.png")
self.grasses = [self.engine.load_image(f"Rat/BMP_1_GRASS_{i+1}.png") for i in range(4)]
self.rat_assets = {}
self.bomb_assets = {}
for sex in ["MALE", "FEMALE", "BABY"]:
self.rat_assets[sex] = {}
for direction in ["UP", "DOWN", "LEFT", "RIGHT"]:
self.rat_assets[sex][direction] = self.engine.load_image(f"Rat/BMP_{sex}_{direction}.png", transparent_color=(128, 128, 128))
for n in range(5):
self.bomb_assets[n] = self.engine.load_image(f"Rat/BMP_BOMB{n}.png", transparent_color=(128, 128, 128))
self.assets = {}
for file in os.listdir("assets/Rat"):
if file.endswith(".png"):
self.assets[file[:-4]] = self.engine.load_image(f"Rat/{file}")
def add_point(self, value):
self.points += value
if __name__ == "__main__":
profiler = cProfile.Profile()
profiler.enable()

BIN
units/__pycache__/rat.cpython-313.pyc

Binary file not shown.

105
units/bomb.py

@ -0,0 +1,105 @@
from .unit import Unit
from .points import Point
import uuid
# Costanti
AGE_THRESHOLD = 200
class Bomb(Unit):
def __init__(self, game, position=(0,0), id=None):
super().__init__(position)
self.id = id if id else uuid.uuid4()
self.game = game
self.position = position
self.bbox = (0, 0, 0, 0)
self.stop = 0
self.age = 0
self.speed = 4
self.partial_move = 0
self.position_before = position
self.fight = False
def move(self):
pass
def collisions(self):
pass
def die(self, unit=None):
if not unit:
unit = self
self.game.units.pop(unit.id)
def draw(self):
n = self.age // 40
n= 3 -n +1
if n < 0:
n = 0
print(self.age)
image = self.game.bomb_assets[n]
image_size = self.game.engine.get_image_size(image)
self.rat_image = image
partial_x, partial_y = 0, 0
x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
self.game.engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
class Timer(Bomb):
def move(self):
self.age += self.speed
if self.age == AGE_THRESHOLD:
self.die()
def die(self, unit=None):
print("BOOM")
if not unit:
unit = self
self.game.play_sound("BOMB.WAV")
self.game.units.pop(unit.id)
self.game.spawn_unit(Explosion, unit.position)
for direction in ["N", "S", "E", "W"]:
x, y = unit.position
while True:
if not self.game.map.is_wall(x, y):
self.game.spawn_unit(Explosion, (x, y))
for victim in self.game.unit_positions.get((x, y), []):
if victim.id in self.game.units:
if victim.partial_move >= 0.5:
victim.die()
self.game.spawn_unit(Point, (x, y), value=10)
for victim in self.game.unit_positions_before.get((x, y), []):
if victim.id in self.game.units:
if victim.partial_move < 0.5:
victim.die()
self.game.spawn_unit(Point, (x, y), value=10)
else:
break
if direction == "N":
y -= 1
elif direction == "S":
y += 1
elif direction == "E":
x += 1
elif direction == "W":
x -= 1
class Explosion(Bomb):
def move(self):
self.age += self.speed*5
if self.age == AGE_THRESHOLD:
self.die()
def draw(self):
image = self.game.assets["BMP_EXPLOSION"]
image_size = self.game.engine.get_image_size(image)
partial_x, partial_y = 0, 0
x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
self.game.engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")

48
units/points.py

@ -0,0 +1,48 @@
from .unit import Unit
import random
import uuid
# Costanti
AGE_THRESHOLD = 200
class Point(Unit):
def __init__(self, game, position=(0,0), id=None, value=5):
super().__init__(position)
self.id = id if id else uuid.uuid4()
self.game = game
self.position = position
self.bbox = (0, 0, 0, 0)
self.stop = 0
self.age = 0
self.speed = 4
self.partial_move = 0
self.position_before = position
self.fight = False
self.value = value
self.game.add_point(self.value)
def move(self):
self.age += self.speed
if self.age == AGE_THRESHOLD:
self.die()
def collisions(self):
pass
def die(self, unit=None):
if not unit:
unit = self
self.game.units.pop(unit.id)
def draw(self):
image = self.game.assets[f"BMP_BONUS_{self.value}"]
image_size = self.game.engine.get_image_size(image)
self.rat_image = image
partial_x, partial_y = 0, 0
x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
self.game.engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")

7
units/rat.py

@ -1,4 +1,5 @@
from .unit import Unit
import random
import uuid
@ -21,7 +22,7 @@ class Rat(Unit):
self.speed = .10
self.partial_move = 0
self.position_before = position
self.fight = True
self.fight = False
def calculate_rat_direction(self):
x, y = self.position
@ -97,10 +98,8 @@ class Rat(Unit):
def die(self, unit=None):
if not unit:
unit = self
self.game.play_sound("POISON.WAV")
self.game.units.pop(unit.id)
def draw(self):
direction = self.calculate_rat_direction()
sex = self.sex if self.age > AGE_THRESHOLD else "BABY"
@ -119,7 +118,7 @@ class Rat(Unit):
self.game.engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
self.bbox = (x_pos, y_pos, x_pos + image_size[0], y_pos + image_size[1])
self.game.engine.draw_rectangle(self.bbox[0], self.bbox[1], self.bbox[2] - self.bbox[0], self.bbox[3] - self.bbox[1], "unit")
#self.game.engine.draw_rectangle(self.bbox[0], self.bbox[1], self.bbox[2] - self.bbox[0], self.bbox[3] - self.bbox[1], "unit")
class Male(Rat):
def __init__(self, map, position=(0,0), id=None):

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