4 Commits

11 changed files with 192 additions and 914 deletions
-4
View File
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-14
View File
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-53
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-686
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"tilewidth":128,
"type":"map",
"version":"1.10",
"width":50
}
+192 -149
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@@ -1,177 +1,220 @@
import arcade
from random import randint
import numpy as np
SCREEN_WIDTH = 1920
SCREEN_HEIGHT = 1024
GRAVITY = 1
SCREEN_SIZE = (800,600)
TICK_TIME = 0.5
class Player(arcade.SpriteList):
def __init__(self,sp):
super().__init__()
self.sprite = sp[0]
self.append(self.sprite)
self.damage_cooldown = 0
self.visible = True
def draw(self):
if self.damage_cooldown > 0:
self.damage_cooldown -= 1
self.visible = not self.visible
class Wolf(arcade.SpriteCircle):
ls = arcade.SpriteList()
def __init__(self,parent=None):
super().__init__(radius=5, color=arcade.color.RED)
if parent:
self.center_x = parent.center_x
self.center_y = parent.center_y
else:
self.visible = True
if self.visible:
super().draw()
def update(self,delta_time):
if self.damage_cooldown > 0:
self.damage_cooldown -= 1
super().update()
def damage(self,cooldown):
self.damage_cooldown = cooldown
self.center_x = randint(1,SCREEN_SIZE[0])
self.center_y = randint(1,SCREEN_SIZE[1])
self.age = 0
self.age_to_bride = 3
self.health = 30
self.speed = 8
self.move_target = 0
self.target_timer = 0
Wolf.ls.append(self)
@classmethod
def update(cls):
if len(cls.ls) == 0:
Wolf()
for e in cls.ls:
e.age += 1
if e.age >= 30:
cls.ls.remove(e)
continue
class Coin(arcade.Sprite):
#Подготовка текстур для анимации
coin_texture = arcade.SpriteSheet('./tiles/gold.png').get_texture_grid((64,64),4,4)
coin_texture_reverse = coin_texture[1:-1]
coin_texture_reverse.reverse()
coin_texture.extend(coin_texture_reverse)
del coin_texture_reverse
if e.health >= 50 and e.age_to_bride < e.age:
Wolf(e)
e.health -= 30
sprite_list = arcade.SpriteList()
texture_list = coin_texture
del coin_texture
def __init__(self,sprite):
super().__init__(sprite.textures[0],scale=sprite.scale)
self.center_x = sprite.center_x
self.center_y = sprite.center_y
self.cur_texture = randint(0,len(Coin.texture_list))
self.texture_timer = 0
for tex in Coin.texture_list:
self.append_texture(tex)
Coin.sprite_list.append(self)
def update(self, delta_time):
self.texture_timer += delta_time
if self.texture_timer >= 0.2:
self.texture_timer = 0
self.cur_texture += 1
if self.cur_texture > len(Coin.texture_list):
self.cur_texture = 0
self.set_texture(self.cur_texture)
def collision(self):
Coin.sprite_list.remove(self)
hit_cow = arcade.check_for_collision_with_list(e,Cow.ls)
for c in hit_cow:
e.health += c.health
Cow.ls.remove(c)
else:
if e.target_timer <= 0:
e.move_target = Cow.get_near(e.center_x,e.center_y)
e.target_timer = 3
if e.move_target:
vec = cls.get_vector(e.center_x,e.move_target.center_x,
e.center_y,e.move_target.center_y)
new_x = e.center_x + vec[0]*e.speed
new_y = e.center_y + vec[1]*e.speed
if 0 < new_x < SCREEN_SIZE[0] and 0 < new_y < SCREEN_SIZE[1]:
e.center_x = new_x
e.center_y = new_y
e.health -= 1
if e.health <= 0:
cls.ls.remove(e)
@classmethod
def draw(cls):
cls.sprite_list.draw()
cls.ls.draw()
@staticmethod
def get_vector(src_x,target_x,src_y,target_y):
source = np.array([src_x, src_y])
target = np.array([target_x, target_y])
direction = target - source
length = np.linalg.norm(direction)
return direction / length
class Cow(arcade.SpriteCircle):
ls = arcade.SpriteList()
def __init__(self,parent=None):
super().__init__(radius=5, color=arcade.color.BROWN)
if parent:
self.center_x = parent.center_x
self.center_y = parent.center_y
else:
self.center_x = randint(1,SCREEN_SIZE[0])
self.center_y = randint(1,SCREEN_SIZE[1])
self.age = 0
self.age_to_bride = 3
self.health = 30
self.speed = 5
self.move_target = 0
self.target_timer = 0
Cow.ls.append(self)
@classmethod
def update_list(cls):
cls.sprite_list.update()
def get_near(cls,x,y):
dist_list = list()
for e in cls.ls:
dist_list.append((e,((e.center_x - x)**2 + (e.center_y - y)**2)**0.5))
dist_list.sort(key=lambda x: x[1])
if len(dist_list) == 0:
return None
return dist_list[0][0]
@classmethod
def update(cls):
if len(cls.ls) == 0:
Cow()
for c in cls.ls:
c.age += 1
if c.age >= 30:
cls.ls.remove(c)
continue
class Enemy(arcade.Sprite):
sprite_list = arcade.SpriteList()
def __init__(self,sprite):
super().__init__(sprite.texture,scale=sprite.scale)
self.center_x = sprite.center_x
self.center_y = sprite.center_y
self.angle = sprite.angle
Enemy.sprite_list.append(self)
def collision(self):
pass
if c.health >= 50 and c.age_to_bride < c.age:
Cow(c)
c.health -= 30
hit_plant = arcade.check_for_collision_with_list(c,Plant.ls)
for p in hit_plant:
c.health += p.width
Plant.ls.remove(p)
else:
if c.target_timer <= 0:
c.move_target = Plant.get_near(c.center_x,c.center_y)
c.target_timer = 5
if c.move_target:
vec = cls.get_vector(c.center_x,c.move_target.center_x,
c.center_y,c.move_target.center_y)
new_x = c.center_x + vec[0]*randint(0,c.speed)
new_y = c.center_y + vec[1]*randint(0,c.speed)
if 0 < new_x < SCREEN_SIZE[0] and 0 < new_y < SCREEN_SIZE[1]:
c.center_x = new_x
c.center_y = new_y
c.health -= 1
if c.health <= 0:
cls.ls.remove(c)
@classmethod
def draw(cls):
cls.sprite_list.draw()
cls.ls.draw()
@staticmethod
def get_vector(src_x,target_x,src_y,target_y):
source = np.array([src_x, src_y])
target = np.array([target_x, target_y])
direction = target - source
length = np.linalg.norm(direction)
return direction / length
class Plant(arcade.SpriteCircle):
ls = arcade.SpriteList()
def __init__(self,parent=None):
super().__init__(radius=1, color=arcade.color.GREEN)
if parent:
self.center_x = parent.center_x + randint(-parent.fly_distance,parent.fly_distance)
self.center_y = parent.center_y + randint(-parent.fly_distance,parent.fly_distance)
else:
self.center_x = randint(1,SCREEN_SIZE[0])
self.center_y = randint(1,SCREEN_SIZE[1])
self.age = 0
self.fly_distance = 100
self.age_to_plant = 10
if not arcade.check_for_collision_with_list(self,Plant.ls) and 0 < self.center_x < SCREEN_SIZE[0] and 0 < self.center_y < SCREEN_SIZE[1]:
Plant.ls.append(self)
@classmethod
def get_near(cls,x,y):
dist_list = list()
for p in cls.ls:
dist_list.append((p,((p.center_x - x)**2 + (p.center_y - y)**2)**0.5 - p.width ))
dist_list.sort(key=lambda x: x[1])
if len(dist_list) == 0:
return None
if len(dist_list) < 3:
return dist_list[0][0]
return dist_list[randint(0,3)][0]
@classmethod
def update(cls):
for p in cls.ls:
p.age += 1
hit_list = arcade.check_for_collision_with_list(p,cls.ls)
if p.center_x - p.width//2 > 0 and p.center_x + p.width//2 < SCREEN_SIZE[0] and p.center_y - p.height//2 > 0 and p.center_y + p.width//2 < SCREEN_SIZE[1] and not hit_list:
p.width += 2
p.height += 2
else:
for h in hit_list:
if p.width < h.width:
cls.ls.remove(p)
break
if p.age >= p.age_to_plant:
Plant(p)
@classmethod
def draw(cls):
cls.ls.draw()
for p in cls.ls:
p.draw_hit_box()
class MainView(arcade.View):
def __init__(self):
super().__init__()
self.background_color = (100,100,200)
self.key_up = False
self.key_down = False
self.key_left = False
self.key_right = False
self.tile_map = arcade.load_tilemap('./level1.tmj',scaling=0.5)
#Стены
self.walls = self.tile_map.sprite_lists["map"]
#Фоновые тайлы
self.background = self.tile_map.sprite_lists["back"]
#Объекты монеток
for coin in self.tile_map.sprite_lists["coins"]:
Coin(coin)
#Объекты врагов
for enemy in self.tile_map.sprite_lists["enemy"]:
Enemy(enemy)
#Объект игрока
self.player = Player(self.tile_map.sprite_lists["player"])
#Подключаем физику только для стен и гравитации
self.engine = arcade.PhysicsEnginePlatformer(
player_sprite=self.player.sprite,
gravity_constant=GRAVITY,
walls=self.walls
)
#Создаем камеру
self.camera = arcade.Camera2D()
Plant()
self.time = 0
self.cur_time = 0
self.text = None
def on_update(self, delta_time):
if self.key_up and self.engine.can_jump():
self.engine.jump(20)
if self.key_left:
self.player.sprite.change_x = -10
elif self.key_right:
self.player.sprite.change_x = 10
else:
self.player.sprite.change_x = 0
#self.player.update(delta_time)
self.engine.update()
#Перемещение камеры на игрока
screen_center_x, screen_center_y = self.player.sprite.position
if screen_center_x < self.camera.viewport_width/2:
screen_center_x = self.camera.viewport_width/2
if screen_center_y < self.camera.viewport_height/2:
screen_center_y = self.camera.viewport_height/2
if screen_center_x > (self.tile_map.width*self.tile_map.tile_width*self.tile_map.scaling) - self.camera.viewport_width/2:
screen_center_x = (self.tile_map.width*self.tile_map.tile_width*self.tile_map.scaling) - self.camera.viewport_width/2
self.camera.position = screen_center_x,screen_center_y
#Анимация монеток
Coin.update_list()
#Подбор монеток при колизии
colls = arcade.check_for_collision_with_list(self.player.sprite,Coin.sprite_list)
for coin in colls:
coin.collision()
#Столкновения с врагами
colls = arcade.check_for_collision_with_list(self.player.sprite,Enemy.sprite_list)
for enemy in colls:
enemy.collision()
self.player.damage(10)
self.cur_time += delta_time
if self.cur_time >= TICK_TIME:
print(f'Total plants: {len(Plant.ls)}, total cows: {len(Cow.ls)}')
Plant.update()
Cow.update()
Wolf.update()
self.time += 1
self.cur_time = 0
def on_draw(self):
self.clear()
self.camera.use()
self.background.draw()
Enemy.draw()
Coin.draw()
self.player.draw()
self.walls.draw()
def on_key_press(self,key,mod):
if key == arcade.key.W:
self.key_up = True
if key == arcade.key.S:
self.key_down = True
if key == arcade.key.A:
self.key_left = True
if key == arcade.key.D:
self.key_right = True
def on_key_release(self,key,mod):
if key == arcade.key.W:
self.key_up = False
if key == arcade.key.S:
self.key_down = False
if key == arcade.key.A:
self.key_left = False
if key == arcade.key.D:
self.key_right = False
Plant.draw()
Cow.draw()
Wolf.draw()
if __name__ == '__main__':
window = arcade.Window(SCREEN_WIDTH,SCREEN_HEIGHT,'Geometry dash!',fullscreen=True)
window = arcade.Window(*SCREEN_SIZE,"Игра про жизнь")
view = MainView()
window.show_view(view)
arcade.run()
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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.12.1" name="slimeBlock" tilewidth="128" tileheight="128" tilecount="1" columns="1">
<image source="./tiles/slimeBlock.png" width="128" height="128"/>
</tileset>
-4
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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.12.1" name="tiles" tilewidth="128" tileheight="128" tilecount="156" columns="13">
<image source="./tiles/tiles.png" width="1664" height="1536"/>
</tileset>
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