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10 Commits
5786ac0d32
...
7251a27183
Author | SHA1 | Date | |
---|---|---|---|
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7251a27183 | ||
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da052ac6f0 | ||
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0b4565f504 | ||
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1955395811 | ||
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5ecef4efba | ||
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d169ed2fbd | ||
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de08303bb0 | ||
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0add18a31d | ||
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5973675c51 | ||
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0cff07658f |
3
.gitignore
vendored
3
.gitignore
vendored
@ -1 +1,2 @@
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__pycache__
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__pycache__
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venv
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@ -17,11 +17,6 @@ def main():
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pygame.init()
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clock = pygame.time.Clock()
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screen = pygame.display.set_mode((screen_width,screen_height))
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pygame.display.set_caption('Arctic Masher')
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bottomBar = pygame.Rect(0, screen_height - bottomBarHeight, screen_width, bottomBarHeight)
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players["1"] = (Player(
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"1",
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5,
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@ -53,7 +48,7 @@ def main():
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(pygame.K_KP_1, "sw"),
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(pygame.K_KP_4, "w"),
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(pygame.K_KP_7, "nw"),
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(pygame.K_KP_0, "p"),
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(pygame.K_RSHIFT, "p"),
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],
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))
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# players["3"] = (Player(
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@ -74,6 +69,12 @@ def main():
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# ],
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# ))
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gameWindow = pygame.display.set_mode((screen_width,screen_height))
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pygame.display.set_caption('Arctic Masher')
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bottomBar = pygame.Rect(0, screen_height - bottomBarHeight, screen_width, bottomBarHeight)
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mapgen.generateMap()
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sprite_sheet_image = pygame.image.load('assets/penguin.png').convert_alpha()
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@ -86,6 +87,7 @@ 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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@ -105,23 +107,24 @@ def main():
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enemy.runAI()
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# Rendering
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screen.fill(bg_color)
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pygame.draw.rect(screen, bar_color, bottomBar)
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gameWindow.fill(bg_color)
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pygame.draw.rect(gameWindow, bar_color, bottomBar)
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for column in gameMap:
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for spot in column:
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if not spot:
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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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pygame.draw.rect(gameWindow, spot.color, spot.sprite)
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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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gameWindow.blit(spot.sprite, ((tile*spot.renderPos[0])+2, (tile*spot.renderPos[1])+2))
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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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gameWindow.blit(frame_0, ((tile*spot.renderPos[0])+2, (tile*spot.renderPos[1])+2))
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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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gameWindow.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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@ -2,6 +2,7 @@ import pygame
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import uuid
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from globals import *
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from utilities import *
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from enemies import *
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class Block:
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@ -15,7 +16,7 @@ class Block:
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self.sprite = pygame.Rect((x*tile) + 2, (y*tile) + 2, tile - 2, tile - 2)
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def pushed(self, x, y, caller, pusher):
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if self.x + x > tileCountx - 1 or self.y + y > tileCounty - 1 or self.x + x < 0 or self.y + y < 0:
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if checkOOBounds((self.x + x, self.y + y)):
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raise Exception("Cannot push off edge!")
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if gameMap[self.x + x][self.y + y]:
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gameMap[self.x + x][self.y + y].pushed(x, y, self, pusher)
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@ -29,6 +30,8 @@ class Block:
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def pulled(self, x, y):
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for i in range(-1,2):
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for j in range(-1,2):
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if checkOOBounds((self.x + i, self.y + j)):
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continue
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if hasattr(gameMap[self.x + i][self.y + j], "ENEMY"):
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raise Exception("Cannot pull a block that is touching an enemy")
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gameMap[self.x][self.y] = False
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126
enemies.py
126
enemies.py
@ -3,6 +3,7 @@ import uuid
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import random
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from globals import *
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from utilities import *
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from player import *
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from blocks import *
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@ -13,9 +14,28 @@ def findClosestPlayer(x, y):
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distance = max(abs(difference[0]), abs(difference[1]))
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if distance > closestPlayerPosition["distance"]:
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continue
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closestPlayerPosition = {"difference": difference, "distance": distance}
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closestPlayerPosition = {"difference": difference, "distance": distance, "player": player}
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return closestPlayerPosition
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def randomizeMovement(weightsx, weightsy, diff, wrongChance):
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weightsx = [-diff[0], abs(diff[1])+0.1, diff[0]]
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if weightsx[0] < 0:
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weightsx[0] = weightsx[2]*wrongChance
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elif weightsx[2] < 0:
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weightsx[2] = weightsx[0]*wrongChance
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else:
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weightsx[0] = max(weightsx[1]/(15.1-weightsx[1]*0.5), 1)
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weightsx[2] = weightsx[0]
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weightsy = [-diff[1], abs(diff[0])+0.1, diff[1]]
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if weightsy[0] < 0:
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weightsy[0] = weightsy[2]*wrongChance
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elif weightsy[2] < 0:
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weightsy[2] = weightsy[0]*wrongChance
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else:
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weightsy[0] = max(weightsy[1]/(15.1-weightsy[1]*0.5), 1)
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weightsy[2] = weightsy[0]
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return (weightsx, weightsy)
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class Enemy:
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def __init__(self, id, x, y):
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self.id = id
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@ -23,25 +43,27 @@ 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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self.sprite = pygame.Surface((32,32), pygame.SRCALPHA)
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pygame.draw.circle(self.sprite, white, (16,16), 10)
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def die(self):
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del enemies[self.id]
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def pushed(self, x, y, caller, pusher):
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if hasattr(pusher, "PLAYER") and hasattr(caller, "BLOCK"):
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wallCrush = self.x + x > tileCountx - 1 or self.y + y > tileCounty - 1 or self.x + x < 0 or self.y + y < 0
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if wallCrush or hasattr(gameMap[self.x + x][self.y + y], "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 = random.choice([grey, green])
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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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def move(self, x, y):
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try:
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if self.x + x > tileCountx - 1 or self.y + y > tileCounty - 1 or self.x + x < 0 or self.y + y < 0:
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if checkOOBounds((self.x + x, self.y + y)):
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raise Exception("Cannot move off edge!")
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if gameMap[self.x + x][self.y + y]:
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if hasattr(gameMap[self.x + x][self.y + y], "PLAYER"):
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@ -59,26 +81,82 @@ class Enemy:
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self.AITime -= 1
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if self.AITime < 1:
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try:
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closestPlayer = findClosestPlayer(self.x, self.y)
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weightsx = [-closestPlayer["difference"][0], abs(closestPlayer["difference"][1]), closestPlayer["difference"][0]]
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if weightsx[0] < 0:
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weightsx[0] = weightsx[2]/6
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elif weightsx[2] < 0:
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weightsx[2] = weightsx[0]/6
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else:
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weightsx[0] = weightsx[1]/8
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weightsx[2] = weightsx[1]/8
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weightsy = [-closestPlayer["difference"][1], abs(closestPlayer["difference"][0]), closestPlayer["difference"][1]]
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if weightsy[0] < 0:
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weightsy[0] = weightsy[2]/6
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elif weightsy[2] < 0:
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weightsy[2] = weightsy[0]/6
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else:
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weightsy[0] = weightsy[1]/8
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weightsy[2] = weightsy[1]/8
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diff = findClosestPlayer(self.x, self.y)["difference"]
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weightsx = [1,1,1]
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weightsy = [1,1,1]
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randomWeights = randomizeMovement(weightsx, weightsy, diff, 0.15)
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weightsx = randomWeights[0]
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weightsy = randomWeights[1]
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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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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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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.SMART = True
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self.usesPathMap = True
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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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self.sprite = pygame.Surface((32,32), pygame.SRCALPHA)
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pygame.draw.circle(self.sprite, red, (16,16), 12)
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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.trackingCounter < 1:
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self.AITime = random.randint(150, 250)
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self.trackingCounter = 9
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self.trackedPlayer = False
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elif self.trackedPlayer and self.trackedPlayer["player"].alive:
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pathMap = self.trackedPlayer["player"].pathMap
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weightsx = [1,1,1]
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weightsy = [1,1,1]
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if pathMap[self.x][self.y]:
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fastDir = pathMap[self.x][self.y][2]
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weightsx[1 + fastDir[0]] = 30
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weightsy[1 + fastDir[1]] = 30
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else:
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randomWeights = randomizeMovement(weightsx, weightsy, self.trackedPlayer["difference"], 0.32)
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weightsx = randomWeights[0]
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weightsy = randomWeights[1]
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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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self.move(movementx, movementy)
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self.trackingCounter -= 1
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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
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self.AITime = random.randint(10, 15)
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except Exception as error:
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pass
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class Mage(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 = purple
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self.sprite = pygame.Surface((32,32), pygame.SRCALPHA)
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pygame.draw.circle(self.sprite, purple, (16,16), 6)
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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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diff = findClosestPlayer(self.x, self.y)["difference"]
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weightsx = [1,1,1]
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weightsy = [1,1,1]
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randomWeights = randomizeMovement(weightsx, weightsy, diff, 0.15)
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weightsx = randomWeights[0]
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weightsy = randomWeights[1]
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movementx = random.choices([-1, 0, 1], weightsx)[0] * random.randint(1,2)
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movementy = random.choices([-1, 0, 1], weightsy)[0] * random.randint(1,2)
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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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@ -1,12 +1,14 @@
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import pygame
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bg_color = pygame.Color('cornsilk4')
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bg_color = pygame.Color('lightsalmon3')
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bar_color = pygame.Color('white')
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red = pygame.Color('brown4')
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blue = pygame.Color('cadetblue3')
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green = pygame.Color('green3')
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grey = pygame.Color("gray26")
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black = pygame.Color("black")
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white = pygame.Color("white")
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purple = pygame.Color("purple")
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tile = 34
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tileCountx = 50
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|
33
mapgen.py
33
mapgen.py
@ -6,6 +6,20 @@ from player import *
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from blocks import *
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from enemies import *
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def spawnEnemy(type, amount):
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for i in range(amount):
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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 = type(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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def generateMap():
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gameMap.clear()
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for i in range(tileCountx):
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@ -21,19 +35,10 @@ def generateMap():
|
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gameMap[spot[0]][spot[1]] = Block(uuid.uuid4(), spot[0], spot[1])
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except Exception as error:
|
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continue
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|
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for i in range(60):
|
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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 = Enemy(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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spawnEnemy(Enemy, 20)
|
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spawnEnemy(Smart, 3)
|
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spawnEnemy(Mage, 3)
|
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for id, player in players.items():
|
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maxTries = 5
|
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@ -47,7 +52,7 @@ def generateMap():
|
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gameMap[spot[0]][spot[1]] = player
|
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player.x = spot[0]
|
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player.y = spot[1]
|
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player.pathMap = player.buildOwnPathMap()
|
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player.buildOwnPathMap()
|
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break
|
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except Exception as error:
|
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continue
|
69
player.py
69
player.py
@ -5,29 +5,34 @@ from globals import *
|
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from blocks import *
|
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|
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def buildPathMap(x, y):
|
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pathMap = []
|
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for i in range(tileCountx):
|
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column = []
|
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for j in range(tileCounty):
|
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column.append(False)
|
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pathMap.append(column)
|
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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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for tile in currentTiles:
|
||||
for i in range(-1,2):
|
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for j in range(-1,2):
|
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newX = tile[0] + i
|
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newY = tile[1] + j
|
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outOfBounds = newX > tileCountx - 1 or newY > tileCounty - 1 or newX < 0 or newY < 0
|
||||
if (i != 0 or j != 0) and not outOfBounds and not pathMap[newX][newY]:
|
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pathMap[newX][newY] = (newX,newY,(-i,-j))
|
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if not gameMap[newX][newY]:
|
||||
newTiles.add(pathMap[newX][newY])
|
||||
currentTiles = list(newTiles)
|
||||
try:
|
||||
pathMap = []
|
||||
for i in range(tileCountx):
|
||||
column = []
|
||||
for j in range(tileCounty):
|
||||
column.append(False)
|
||||
pathMap.append(column)
|
||||
pathMap[x][y] = (x,y,(0,0))
|
||||
currentTiles = [pathMap[x][y]]
|
||||
newTiles = set()
|
||||
return pathMap
|
||||
while True:
|
||||
for tile in currentTiles:
|
||||
for i in range(-1,2):
|
||||
for j in range(-1,2):
|
||||
newX = tile[0] + i
|
||||
newY = tile[1] + j
|
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if (i != 0 or j != 0) and not checkOOBounds((newX,newY)) and not pathMap[newX][newY]:
|
||||
pathMap[newX][newY] = (newX,newY,(-i,-j))
|
||||
if not gameMap[newX][newY] or hasattr(gameMap[newX][newY], "usesPathMap"):
|
||||
newTiles.add(pathMap[newX][newY])
|
||||
if len(currentTiles) < 1:
|
||||
break
|
||||
currentTiles = list(newTiles)
|
||||
newTiles = set()
|
||||
return pathMap
|
||||
except Exception as error:
|
||||
print(error)
|
||||
raise error
|
||||
|
||||
class Player:
|
||||
def __init__(self, id, x, y, sprite, keys):
|
||||
@ -41,6 +46,7 @@ class Player:
|
||||
self.PLAYER = True
|
||||
self.kills = 0
|
||||
self.lives = 3
|
||||
self.alive = True
|
||||
|
||||
commands = {
|
||||
"n": lambda: self.move(0,-1),
|
||||
@ -68,6 +74,8 @@ class Player:
|
||||
self.pull = True
|
||||
else:
|
||||
self.pull = False
|
||||
if keys[pygame.K_o]:
|
||||
print(self.pathMap)
|
||||
for command in self.commands:
|
||||
try:
|
||||
if keys[command[0]]:
|
||||
@ -87,7 +95,7 @@ class Player:
|
||||
|
||||
def move(self, x, y):
|
||||
try:
|
||||
if self.x + x > tileCountx - 1 or self.y + y > tileCounty - 1 or self.x + x < 0 or self.y + y < 0:
|
||||
if checkOOBounds((self.x + x, self.y + y)):
|
||||
raise Exception("Cannot move off edge!")
|
||||
pulling = self.pull and hasattr(gameMap[self.x - x][self.y - y], "BLOCK")
|
||||
if gameMap[self.x + x][self.y + y]:
|
||||
@ -98,16 +106,16 @@ class Player:
|
||||
self.x += x
|
||||
self.y += y
|
||||
gameMap[self.x][self.y] = self
|
||||
for id, player in players.items():
|
||||
try:
|
||||
player.buildOwnPathMap()
|
||||
except Exception as error:
|
||||
print(error)
|
||||
try:
|
||||
if pulling:
|
||||
gameMap[self.x - 2*x][self.y - 2*y].pulled(x, y)
|
||||
except:
|
||||
pass
|
||||
for id, player in players.items():
|
||||
try:
|
||||
player.buildOwnPathMap()
|
||||
except Exception as error:
|
||||
print(error)
|
||||
except Exception as error:
|
||||
raise error
|
||||
|
||||
@ -119,6 +127,7 @@ class Player:
|
||||
for i in range(maxTries + 1):
|
||||
if self.lives < 1:
|
||||
del players[self.id]
|
||||
self.alive = False
|
||||
break
|
||||
if i == maxTries:
|
||||
raise Exception("No spots found for player!")
|
||||
@ -130,6 +139,10 @@ class Player:
|
||||
self.x = spot[0]
|
||||
self.y = spot[1]
|
||||
self.lives -= 1
|
||||
try:
|
||||
self.buildOwnPathMap()
|
||||
except Exception as error:
|
||||
print(error)
|
||||
break
|
||||
except Exception as error:
|
||||
continue
|
2
requirements.txt
Normal file
2
requirements.txt
Normal file
@ -0,0 +1,2 @@
|
||||
profilehooks==1.12.0
|
||||
pygame==2.5.2
|
4
utilities.py
Normal file
4
utilities.py
Normal file
@ -0,0 +1,4 @@
|
||||
from globals import *
|
||||
|
||||
def checkOOBounds(pos):
|
||||
return pos[0] > tileCountx - 1 or pos[1] > tileCounty - 1 or pos[0] < 0 or pos[1] < 0
|
Loading…
x
Reference in New Issue
Block a user