Add new enemy type that doesn't work
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5973675c51
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@ -86,6 +86,7 @@ def main():
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return image
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frame_0 = get_image(sprite_sheet_image, 0, 0, 32, 32, (tile-2)/32, black)
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frame_1 = get_image(sprite_sheet_image, 0, 32, 32, 32, (tile-2)/32, black)
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frame_4 = get_image(sprite_sheet_image, 32, 0, 32, 32, (tile-2)/32, black)
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game_font = pygame.font.Font("freesansbold.ttf",32)
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@ -113,15 +114,18 @@ def main():
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continue
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elif isinstance(spot, Block):
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pygame.draw.rect(screen, spot.color, spot.sprite)
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elif isinstance(spot, Smart):
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screen.blit(frame_1, ((tile*spot.renderPos[0])+2, (tile*spot.renderPos[1])+2))
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elif isinstance(spot, Enemy):
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screen.blit(frame_4, ((tile*spot.renderPos[0])+2, (tile*spot.renderPos[1])+2))
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spot.renderPos = ((spot.x - spot.renderPos[0])/3 + spot.renderPos[0], (spot.y - spot.renderPos[1])/3 + spot.renderPos[1])
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elif isinstance(spot, Player):
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screen.blit(frame_0, ((tile*spot.renderPos[0])+2, (tile*spot.renderPos[1])+2))
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spot.renderPos = ((spot.x - spot.renderPos[0])/3 + spot.renderPos[0], (spot.y - spot.renderPos[1])/3 + spot.renderPos[1])
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scoreSurface = game_font.render(f'player {spot.id} kills: {spot.kills} lives: {spot.lives}', False, black)
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screen.blit(scoreSurface, (500*int(spot.id) - 400, screen_height - bottomBarHeight + 20))
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try:
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spot.renderPos = ((spot.x - spot.renderPos[0])/3 + spot.renderPos[0], (spot.y - spot.renderPos[1])/3 + spot.renderPos[1])
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except:
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pass
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pygame.display.flip()
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clock.tick(60)
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40
enemies.py
40
enemies.py
@ -24,9 +24,10 @@ class Enemy:
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self.x = x
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self.y = y
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self.renderPos = (x,y)
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self.AITime = random.randint(350, 600)
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# self.AITime = random.randint(350, 600)
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self.AITime = random.randint(10, 50)
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self.deathColor = white
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def die(self):
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del enemies[self.id]
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@ -34,7 +35,7 @@ class Enemy:
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if hasattr(pusher, "PLAYER") and hasattr(caller, "BLOCK"):
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if checkOOBounds((self.x + x, self.y + y)) or hasattr(gameMap[self.x + x][self.y + y], "BLOCK"):
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pusher.kills += 1
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caller.color = white
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caller.color = self.deathColor
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self.die()
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return
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raise Exception("Not crushing enemy!")
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@ -81,4 +82,35 @@ class Enemy:
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self.move(movementx, movementy)
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self.AITime = random.randint(150, 200)
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except Exception as error:
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pass
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pass
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class Smart(Enemy):
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def __init__(self, id, x, y):
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Enemy.__init__(self, id, x, y)
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self.deathColor = red
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self.trackedPlayer = False
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self.trackingCounter = 0
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def runAI(self):
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self.AITime -= 1
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if self.AITime < 1:
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try:
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if self.trackedPlayer and self.trackedPlayer.alive:
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fastDir = self.trackedPlayer.pathMap[self.x][self.y][2]
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# movementx = random.choices([-1, 0, 1], weightsx)[0]
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# movementy = random.choices([-1, 0, 1], weightsy)[0]
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movementx = fastDir[0]
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movementy = fastDir[1]
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# self.move(movementx, movementy)
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self.trackingCounter -= 1
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if self.trackingCounter < 1:
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self.AITime = random.randint(500, 1000)
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self.trackedPlayer = False
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self.AITime = random.randint(10, 15)
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else:
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closestPlayer = findClosestPlayer(self.x, self.y)
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self.trackedPlayer = closestPlayer["player"]
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self.trackingCounter = 8
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self.AITime = random.randint(10, 15)
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except Exception as error:
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print(error)
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13
mapgen.py
13
mapgen.py
@ -35,6 +35,19 @@ def generateMap():
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except Exception as error:
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continue
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for i in range(1):
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for j in range(50):
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try:
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spot = [random.randint(0, tileCountx - 1), random.randint(0, tileCounty - 1)]
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if gameMap[spot[0]][spot[1]]:
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raise Exception("spot taken!")
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newEnemy = Smart(uuid.uuid4(), spot[0], spot[1])
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gameMap[spot[0]][spot[1]] = newEnemy
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enemies[newEnemy.id] = newEnemy
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break
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except Exception as error:
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continue
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for id, player in players.items():
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maxTries = 5
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for i in range(maxTries + 1):
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10
player.py
10
player.py
@ -14,7 +14,7 @@ def buildPathMap(x, y):
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pathMap[x][y] = (x,y,(0,0))
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currentTiles = [pathMap[x][y]]
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newTiles = set()
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while len(currentTiles) > 0:
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while True:
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for tile in currentTiles:
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for i in range(-1,2):
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for j in range(-1,2):
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@ -24,6 +24,8 @@ def buildPathMap(x, y):
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pathMap[newX][newY] = (newX,newY,(-i,-j))
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if not gameMap[newX][newY]:
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newTiles.add(pathMap[newX][newY])
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if len(currentTiles) < 1:
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break
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currentTiles = list(newTiles)
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newTiles = set()
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return pathMap
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@ -40,6 +42,7 @@ class Player:
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self.PLAYER = True
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self.kills = 0
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self.lives = 3
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self.alive = True
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commands = {
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"n": lambda: self.move(0,-1),
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@ -118,6 +121,7 @@ class Player:
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for i in range(maxTries + 1):
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if self.lives < 1:
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del players[self.id]
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self.alive = False
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break
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if i == maxTries:
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raise Exception("No spots found for player!")
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@ -129,6 +133,10 @@ class Player:
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self.x = spot[0]
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self.y = spot[1]
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self.lives -= 1
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try:
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self.buildOwnPathMap()
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except Exception as error:
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print(error)
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break
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except Exception as error:
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continue
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