Aggiungi la classe Point e implementa la gestione delle esplosioni nel gioco
This commit is contained in:
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Before Width: | Height: | Size: 380 B After Width: | Height: | Size: 380 B |
+4
-1
@@ -6,4 +6,7 @@ class Map:
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with open(maze_file, 'r') as file:
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self.matrix = json.load(file)
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self.height = len(self.matrix)
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self.width = len(self.matrix[0])
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self.width = len(self.matrix[0])
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def is_wall(self, x, y):
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return self.matrix[y][x]
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+34
-3
@@ -12,8 +12,10 @@ class GameWindow:
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self.width = width * cell_size
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self.height = height * cell_size
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self.target_size = (640, 480)
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self.w_offset = (self.target_size[0] - self.width) // 2
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self.h_offset = (self.target_size[1] - self.height) // 2
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self.w_start_offset = (self.target_size[0] - self.width) // 2
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self.h_start_offset = (self.target_size[1] - self.height) // 2
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self.w_offset = self.w_start_offset
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self.h_offset = self.h_start_offset
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print(f"Screen size: {self.width}x{self.height}")
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self.delay = 30
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sdl2.ext.init()
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@@ -64,7 +66,13 @@ class GameWindow:
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def draw_rectangle(self, x, y, width, height, tag, outline="red"):
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x, y = x + self.w_offset, y + self.h_offset
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self.renderer.draw_rect((x, y, width, height), color=sdl2.ext.Color(255, 0, 0))
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def draw_pointer(self, x, y):
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x=x+self.w_offset
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y=y+self.h_offset
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for i in range(3):
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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))
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def delete_tag(self, tag):
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pass
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@@ -77,6 +85,9 @@ class GameWindow:
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def new_cycle(self, delay, callback):
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pass
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def full_screen(self,flag):
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sdl2.SDL_SetWindowFullscreen(self.window.window, flag)
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def mainloop(self, **kwargs):
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while self.running:
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@@ -91,6 +102,26 @@ class GameWindow:
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elif event.type == sdl2.SDL_KEYDOWN and self.key_callback:
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key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
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self.key_callback(key)
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elif event.type == sdl2.SDL_MOUSEMOTION:
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self.scroll_view((event.motion.x//self.cell_size, event.motion.y//self.cell_size))
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elif event.type == sdl2.SDL_JOYBUTTONDOWN:
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if event.jbutton.button == 0:
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self.close()
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# Disegna qui gli sprite
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self.renderer.present()
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sdl2.SDL_Delay(self.delay)
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def close(self):
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self.running = False
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sdl2.ext.quit()
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def scroll_view(self, pointer):
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x, y = pointer
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x = -x * self.cell_size
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y = -y * self.cell_size
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self.w_offset = x //2
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if -y < self.height-(self.height-self.target_size[1])-self.cell_size:
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self.h_offset = y //2
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@@ -1 +1 @@
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[[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]]
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[[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]]
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@@ -69,14 +69,18 @@ class MazeGenerator:
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if self.stack: # Continue updating only if there are cells left to visit
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self.window.after(10, self.update_maze)
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else:
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# After the maze is generated, remove some walls randomly
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for _ in range(int((self.width - 1) * (self.height - 1) * 0.1 // 4)):
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x = random.randrange(1, self.width - 1, 2)
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y = random.randrange(1, self.height - 1, 2)
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self.maze[y][x] = False
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self.add_random_passages()
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self.draw_maze()
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with open('maze.json', 'w') as json_file:
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json.dump(self.maze, json_file)
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json.dump(self.maze, json_file)
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def add_random_passages(self):
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# Aggiungi passaggi casuali tra i corridoi
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for _ in range(30):
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x = random.randrange(1, self.width - 1, 2)
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y = random.randrange(1, self.height - 1, 2)
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print(x, y)
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self.maze[y][x] = False
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def draw_maze(self):
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self.canvas.delete("all")
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@@ -92,6 +96,7 @@ class MazeGenerator:
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elif self.stack and (j, i) == self.stack[-1]:
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color = "blue" # Color the current position blue
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self.canvas.create_rectangle(j*10, i*10, (j+1)*10, (i+1)*10, fill=color)
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def run(self):
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self.update_maze()
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@@ -99,5 +104,5 @@ class MazeGenerator:
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self.window.mainloop()
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# Crea e avvia il generatore di labirinti
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generator = MazeGenerator(7, 5)
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generator = MazeGenerator(15, 8)
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generator.run()
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@@ -2,17 +2,21 @@
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import cProfile
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import pstats
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import random
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from units import rat
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from units import rat, bomb
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import uuid
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import subprocess
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from engine import maze, sdl2 as engine
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import os
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class MiceMaze:
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def __init__(self, maze_file):
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self.map = maze.Map(maze_file)
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self.pointer = (2,2)
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self.audio = True
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self.cell_size = 40
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self.full_screen = False
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self.engine = engine.GameWindow(self.map.width, self.map.height, self.cell_size, "Mice!", key_callback=self.key_pressed)
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self.points = 0
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self.graphics_load()
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self.units = {}
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self.unit_positions = {}
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@@ -26,7 +30,15 @@ class MiceMaze:
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id = uuid.uuid4()
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rat_class = rat.Male if random.random() < 0.5 else rat.Female
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self.units[id] = rat_class(self, position, id)
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def spawn_bomb(self, position):
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id = uuid.uuid4()
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self.units[id] = bomb.Timer(self, position, id)
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def spawn_unit(self, unit, position, **kwargs):
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id = uuid.uuid4()
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self.units[id] = unit(self, position, id, **kwargs)
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def choose_start(self):
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if not hasattr(self, '_valid_positions'):
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self._valid_positions = [
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@@ -45,6 +57,8 @@ class MiceMaze:
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def update_maze(self):
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self.engine.delete_tag("unit")
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self.engine.delete_tag("effect")
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self.engine.draw_pointer(self.pointer[0] * self.cell_size, self.pointer[1] * self.cell_size)
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self.unit_positions.clear()
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self.unit_positions_before.clear()
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for unit in self.units.values():
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@@ -54,7 +68,7 @@ class MiceMaze:
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unit.move()
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unit.collisions()
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unit.draw()
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self.engine.update_status(f"Mice: {len(self.units)}")
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self.engine.update_status(f"Mice: {len(self.units)} - Points: {self.points}")
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self.engine.new_cycle(50, self.update_maze)
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@@ -65,7 +79,7 @@ class MiceMaze:
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def key_pressed(self, key):
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print(key)
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if key == "Q":
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self.engine.window.close()
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self.engine.close()
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elif key == "Return":
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self.new_rat()
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elif key == "D":
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@@ -73,10 +87,30 @@ class MiceMaze:
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self.units[random.choice(list(self.units.keys()))].die()
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elif key == "M":
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self.audio = not self.audio
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elif key == "S":
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profiler.disable()
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stats = pstats.Stats(profiler).sort_stats('cumtime')
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stats.print_stats()
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elif key == "F":
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self.full_screen = not self.full_screen
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self.engine.full_screen(self.full_screen)
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elif key == "Up":
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self.scroll_cursor(y=-1)
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elif key == "Down":
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self.scroll_cursor(y=1)
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elif key == "Left":
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self.scroll_cursor(x=-1)
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elif key == "Right":
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self.scroll_cursor(x=1)
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elif key == "Space":
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self.play_sound("BOMB.wav")
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self.spawn_bomb(self.pointer)
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def scroll_cursor(self, x=0, y=0):
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if self.pointer[0] + x > self.map.width or self.pointer[1] + y > self.map.height:
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return
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self.pointer = (
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max(1, min(self.map.width-2, self.pointer[0] + x)),
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max(1, min(self.map.height-2, self.pointer[1] + y))
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)
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self.engine.scroll_view(self.pointer)
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def play_sound(self, sound_file):
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if self.audio:
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@@ -86,10 +120,21 @@ class MiceMaze:
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self.tunnel = self.engine.load_image("Rat/BMP_TUNNEL.png")
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self.grasses = [self.engine.load_image(f"Rat/BMP_1_GRASS_{i+1}.png") for i in range(4)]
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self.rat_assets = {}
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self.bomb_assets = {}
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for sex in ["MALE", "FEMALE", "BABY"]:
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self.rat_assets[sex] = {}
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for direction in ["UP", "DOWN", "LEFT", "RIGHT"]:
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self.rat_assets[sex][direction] = self.engine.load_image(f"Rat/BMP_{sex}_{direction}.png", transparent_color=(128, 128, 128))
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for n in range(5):
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self.bomb_assets[n] = self.engine.load_image(f"Rat/BMP_BOMB{n}.png", transparent_color=(128, 128, 128))
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self.assets = {}
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for file in os.listdir("assets/Rat"):
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if file.endswith(".png"):
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self.assets[file[:-4]] = self.engine.load_image(f"Rat/{file}")
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def add_point(self, value):
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self.points += value
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if __name__ == "__main__":
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profiler = cProfile.Profile()
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profiler.enable()
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Binary file not shown.
+105
@@ -0,0 +1,105 @@
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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
|
||||
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")
|
||||
+3
-4
@@ -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):
|
||||
|
||||
Reference in New Issue
Block a user