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import pygame
import random
from math import sqrt
import default_game_settings
from apath import astar
from help_functions import (
global_column_to_local_x_coordinate,
global_row_to_local_y_coordinate,
)
# for debug only
pygame.font.init()
game_font = pygame.font.Font(pygame.font.get_default_font(), 15)
class GameObject:
bitmaps = list()
def __init__(self, x_coordinate=None, y_coordinate=None):
self.x_coordinate = x_coordinate
self.y_coordinate = y_coordinate
self.fps_counter = 0
self.bitmap_frame_index = 0
def actual_row_and_column_index(self, map):
actual_tile_row_index = map.row_index_of_first_visible_tile + (
(self.y_coordinate // default_game_settings.NODE_SIZE)
)
tile_column_index = map.column_index_of_first_visible_tile + (
(self.x_coordinate // default_game_settings.NODE_SIZE)
)
return actual_tile_row_index, tile_column_index
def _animate_bitmaps(self):
if self.fps_counter >= 10:
self.fps_counter = 0
if self.bitmap_frame_index < (len(self.bitmaps) - 1):
self.bitmap_frame_index += 1
else:
self.bitmap_frame_index = 0
self.fps_counter += 1
return self.bitmap_frame_index
def draw(self, screen, map):
screen.blit(
self.bitmaps[self.bitmap_frame_index],
(self.x_coordinate, self.y_coordinate),
)
self._animate_bitmaps()
def update_map_movement_position(self, tile_column_change, tile_row_change):
self.x_coordinate += default_game_settings.NODE_SIZE * (
tile_column_change * (-1)
)
self.y_coordinate += default_game_settings.NODE_SIZE * (tile_row_change * (-1))
@property
def is_on_the_visible_screen(self):
x_coordinate_gt_zero = self.x_coordinate >= 0
x_coordinate_lt_screen_width = (
self.x_coordinate <= default_game_settings.GAME_SCREEN_SIZE[0]
)
y_coordinate_gt_screen_zero = self.y_coordinate >= 0
y_coordinate_lt_screen_height = (
self.y_coordinate <= default_game_settings.GAME_SCREEN_SIZE[1]
)
return all(
[
x_coordinate_gt_zero,
x_coordinate_lt_screen_width,
y_coordinate_gt_screen_zero,
y_coordinate_lt_screen_height,
]
)
class Character(GameObject):
character_east_bitmaps = [
pygame.image.load("./img/character_e/character_e1.png"),
pygame.image.load("./img/character_e/character_e2.png"),
pygame.image.load("./img/character_e/character_e3.png"),
]
character_west_bitmaps = [
pygame.image.load("./img/character_w/character_w1.png"),
pygame.image.load("./img/character_w/character_w2.png"),
pygame.image.load("./img/character_w/character_w3.png"),
]
bitmaps = character_east_bitmaps
def __init__(self, tile_x: int, tile_y: int):
GameObject.__init__(
self,
tile_x * default_game_settings.NODE_SIZE,
tile_y * default_game_settings.NODE_SIZE,
)
self.tile_column = self.x_coordinate // default_game_settings.NODE_SIZE
self.tile_row = self.y_coordinate // default_game_settings.NODE_SIZE
self.start_tile = (
tile_y // default_game_settings.NODE_SIZE,
tile_x // default_game_settings.NODE_SIZE,
)
self.path_end_tile = ()
self.is_moving = False
self.path = []
self.direction = "E"
def delete_map_shadow_tiles_around(self, map):
actual_character_tile = self.actual_row_and_column_index(map)
for tile_row_to_update in range(
actual_character_tile[0] - 3, actual_character_tile[0] + 4
):
for tile_column_to_update in range(
actual_character_tile[1] - 3, actual_character_tile[1] + 4
):
distance_to_character = sqrt(
(tile_row_to_update - actual_character_tile[0]) ** 2
+ (tile_column_to_update - actual_character_tile[1]) ** 2
)
if distance_to_character <= 4:
map.delete_shadow_map_tile(
tile_row_to_update,
tile_column_to_update,
)
def draw(self, screen, map):
if self.is_moving:
if self.direction == "E":
screen.blit(
self.character_east_bitmaps[self.bitmap_frame_index],
(self.x_coordinate, self.y_coordinate),
)
elif self.direction == "W":
screen.blit(
self.character_west_bitmaps[self.bitmap_frame_index],
(self.x_coordinate, self.y_coordinate),
)
circle_x = (
global_column_to_local_x_coordinate(map, (self.path_end_tile[1])) + 40
)
circle_y = (
global_row_to_local_y_coordinate(map, (self.path_end_tile[0])) + 40
)
pygame.draw.circle(
screen,
(200, 0, 0),
(circle_x, circle_y),
default_game_settings.NODE_SIZE // 4,
3,
)
self._animate_bitmaps()
else:
if self.direction == "E":
screen.blit(
self.character_east_bitmaps[0],
(self.x_coordinate, self.y_coordinate),
)
elif self.direction == "W":
screen.blit(
self.character_west_bitmaps[0],
(self.x_coordinate, self.y_coordinate),
)
def move(self, map):
end_tile_x_is_self_x = (
global_column_to_local_x_coordinate(map, self.path_end_tile[1])
== self.x_coordinate
)
end_tile_y_is_self_y = (
global_row_to_local_y_coordinate(map, self.path_end_tile[0])
== self.y_coordinate
)
second_path_tile_x_is_self_x = (
global_column_to_local_x_coordinate(map, self.path[1][1])
== self.x_coordinate
)
second_path_tile_y_is_self_y = (
global_row_to_local_y_coordinate(map, self.path[1][0]) == self.y_coordinate
)
if self.is_moving:
if end_tile_x_is_self_x and end_tile_y_is_self_y:
self.is_moving = False
else:
if second_path_tile_x_is_self_x and second_path_tile_y_is_self_y:
self.path[1] = self.actual_row_and_column_index(map)
self.path.pop(0)
else:
if (
global_column_to_local_x_coordinate(map, self.path[1][1])
- self.x_coordinate
) < 0:
self.x_coordinate -= 1
self.direction = "W"
elif (
global_column_to_local_x_coordinate(map, self.path[1][1])
- self.x_coordinate
) > 0:
self.x_coordinate += 1
self.direction = "E"
if (
global_row_to_local_y_coordinate(map, self.path[1][0])
- self.y_coordinate
) < 0:
self.y_coordinate -= 1
elif (
global_row_to_local_y_coordinate(map, self.path[1][0])
- self.y_coordinate
) > 0:
self.y_coordinate += 1
@staticmethod
def draw_path(screen, path):
for tile in path:
if path.index(tile) < (len(path) - 1):
next_tile = path[path.index(tile) + 1]
pygame.draw.line(
screen,
(255, 255, 0),
(
(tile[1] * default_game_settings.NODE_SIZE) + 40,
(tile[0] * default_game_settings.NODE_SIZE) + 40,
),
(
(next_tile[1] * default_game_settings.NODE_SIZE) + 40,
(next_tile[0] * default_game_settings.NODE_SIZE) + 40,
),
3,
)
@staticmethod
def find_path(map, start_tile, end_tile):
end_tile_not_obstacle = map.map_matrix[end_tile[1]][
end_tile[0]
].is_possible_to_cross
if end_tile_not_obstacle:
path = astar(map.map_matrix, start_tile, end_tile)
return path
class Bird1(GameObject):
east_bitmaps = [
pygame.image.load("./img/bird1_e/bird1_e1.png"),
pygame.image.load("./img/bird1_e/bird1_e2.png"),
pygame.image.load("./img/bird1_e/bird1_e3.png"),
]
west_bitmaps = [
pygame.image.load("./img/bird1_w/bird1_w1.png"),
pygame.image.load("./img/bird1_w/bird1_w2.png"),
pygame.image.load("./img/bird1_w/bird1_w3.png"),
]
bitmaps = east_bitmaps
def __init__(self, tile_x: int, tile_y: int):
GameObject.__init__(
self,
tile_x * default_game_settings.NODE_SIZE,
tile_y * default_game_settings.NODE_SIZE,
)
self.is_moving = True
directions = ["E", "W", "S", "N", "NE", "NW", "SE", "SW"]
self.direction = random.choice(directions)
self.last_tile_i_waited = (-1, -1)
def _wait_and_turn_direction(self, map):
directions = ["E", "W", "S", "N", "NE", "NW", "SE", "SW"]
directions.remove(self.direction)
self.direction = random.choice(directions)
if self.fps_counter >= 240:
self.fps_counter = 0
self.last_tile_i_waited = self.actual_row_and_column_index(map)
self.is_moving = True
self.fps_counter += 1
def move(self, map):
actual_tile = self.actual_row_and_column_index(map)
if actual_tile[1] <= 0:
self.x_coordinate = 0
self.y_coordinate = random.randint(0, 100) * default_game_settings.NODE_SIZE
self.direction = random.choice(["E", "SE", "NE"])
elif actual_tile[1] >= 100:
self.x_coordinate = 99 * default_game_settings.NODE_SIZE
self.y_coordinate = random.randint(0, 100) * default_game_settings.NODE_SIZE
self.direction = random.choice(["W", "SW", "NW"])
elif actual_tile[0] <= 0:
self.y_coordinate = 0
self.x_coordinate = random.randint(0, 100) * default_game_settings.NODE_SIZE
self.direction = random.choice(["S", "SE", "SW"])
elif actual_tile[0] >= 100:
self.y_coordinate = 99 * default_game_settings.NODE_SIZE
self.x_coordinate = random.randint(0, 100) * default_game_settings.NODE_SIZE
self.direction = random.choice(["N", "NE", "NW"])
if self.is_moving:
if self.direction == "E":
self.x_coordinate += 1
elif self.direction == "W":
self.x_coordinate -= 1
elif self.direction == "S":
self.y_coordinate += 1
elif self.direction == "N":
self.y_coordinate -= 1
elif self.direction == "NE":
self.x_coordinate += 1
self.y_coordinate -= 1
elif self.direction == "NW":
self.x_coordinate -= 1
self.y_coordinate -= 1
elif self.direction == "SE":
self.x_coordinate += 1
self.y_coordinate += 1
elif self.direction == "SW":
self.x_coordinate -= 1
self.y_coordinate += 1
def _draw_bitmaps_for_the_right_direction(self, screen):
if self.direction == "E" or self.direction == "SE" or self.direction == "NE":
screen.blit(
self.east_bitmaps[self.bitmap_frame_index],
(self.x_coordinate, self.y_coordinate),
)
elif self.direction == "W" or self.direction == "NW" or self.direction == "SW":
screen.blit(
self.west_bitmaps[self.bitmap_frame_index],
(self.x_coordinate, self.y_coordinate),
)
elif self.direction == "S":
screen.blit(
self.west_bitmaps[self.bitmap_frame_index],
(self.x_coordinate, self.y_coordinate),
)
elif self.direction == "N":
screen.blit(
self.west_bitmaps[self.bitmap_frame_index],
(self.x_coordinate, self.y_coordinate),
)
def draw(self, screen, map):
actual_tile = self.actual_row_and_column_index(
map,
)
tile_x_coordinate = global_column_to_local_x_coordinate(
map,
actual_tile[1],
)
tile_y_coordinate = global_row_to_local_y_coordinate(
map,
actual_tile[0],
)
bird_is_on_the_tile = all(
[
tile_x_coordinate == self.x_coordinate,
tile_y_coordinate == self.y_coordinate,
]
)
is_grass = map.map_matrix[actual_tile[1]][actual_tile[0]].is_possible_to_cross
# for debug purposes only
# text_surface1 = game_font.render(
# f"Actual tile: {actual_tile}",
# False,
# (255, 255, 255),
# )
# text_surface2 = game_font.render(
# f"Tile visible: {map.map_matrix[actual_tile[1]][actual_tile[0]].is_visible}",
# False,
# (255, 255, 255),
# )
# text_surface3 = game_font.render(
# f"Tile is grass: {is_grass}",
# False,
# (255, 255, 255),
# )
# text_surface4 = game_font.render(
# f"x,y: ({self.x_coordinate, self.y_coordinate})",
# False,
# (255, 255, 255),
# )
if map.map_matrix[actual_tile[1]][actual_tile[0]].is_visible:
if not bird_is_on_the_tile:
self._draw_bitmaps_for_the_right_direction(screen)
self._animate_bitmaps()
self.move(map)
elif bird_is_on_the_tile:
if is_grass:
self._draw_bitmaps_for_the_right_direction(screen)
self._animate_bitmaps()
self.move(map)
elif not is_grass:
if self.last_tile_i_waited != actual_tile:
self.is_moving = False
screen.blit(
self.east_bitmaps[0], (self.x_coordinate, self.y_coordinate)
)
self._wait_and_turn_direction(map)
else:
self._draw_bitmaps_for_the_right_direction(screen)
self._animate_bitmaps()
self.move(map)
else:
pass
# for debug purposes only
# screen.blit(
# text_surface1,
# (
# self.x_coordinate,
# self.y_coordinate + default_game_settings.NODE_SIZE + 10,
# ),
# )
# screen.blit(
# text_surface2,
# (
# self.x_coordinate,
# self.y_coordinate + default_game_settings.NODE_SIZE + 25,
# ),
# )
# screen.blit(
# text_surface3,
# (
# self.x_coordinate,
# self.y_coordinate + default_game_settings.NODE_SIZE + 40,
# ),
# )
# screen.blit(
# text_surface4,
# (
# self.x_coordinate,
# self.y_coordinate + default_game_settings.NODE_SIZE + 55,
# ),
# )
class Cloud(GameObject):
cloud_bitmaps = [
pygame.image.load("./img/cloud1.png"),
pygame.image.load("./img/cloud2.png"),
pygame.image.load("./img/cloud3.png"),
pygame.image.load("./img/cloud4.png"),
]
def __init__(self, x_coordinate, y_coordinate, bitmaps):
GameObject.__init__(self, x_coordinate, y_coordinate)
self.bitmaps = bitmaps
def move(self):
self.x_coordinate += 1
if self.x_coordinate == default_game_settings.GAME_SCREEN_SIZE[0]:
random.shuffle(self.cloud_bitmaps)
self.bitmaps = [self.cloud_bitmaps[random.randint(0, 3)]]
self.x_coordinate = random.randint(-300, -100)
self.y_coordinate = random.randint(100, 700)
def draw(self, screen, map):
screen.blit(self.bitmaps[0], (self.x_coordinate, self.y_coordinate))
self.move()
class Grass(GameObject):
bitmaps = [pygame.image.load("./img/grass.jpg")]
def __init__(
self,
x_coordinate=None,
y_coordinate=None,
):
GameObject.__init__(self, x_coordinate, y_coordinate)
class Tree(GameObject):
bitmaps = [pygame.image.load("./img/tree3.png")]
def __init__(
self,
x_coordinate=None,
y_coordinate=None,
):
GameObject.__init__(self, x_coordinate, y_coordinate)
class PineTree(GameObject):
bitmaps = [pygame.image.load("./img/tree2.png")]
def __init__(
self,
x_coordinate=None,
y_coordinate=None,
):
GameObject.__init__(self, x_coordinate, y_coordinate)
class OldTree(GameObject):
bitmaps = [pygame.image.load("./img/tree4.png")]
def __init__(
self,
x_coordinate=None,
y_coordinate=None,
):
GameObject.__init__(self, x_coordinate, y_coordinate)
class PieceOfWood(GameObject):
bitmaps = [pygame.image.load("./img/piece_of_wood.png")]
def __init__(
self,
x_coordinate=None,
y_coordinate=None,
):
GameObject.__init__(self, x_coordinate, y_coordinate)
class Bushes1(GameObject):
bitmaps = [pygame.image.load("./img/bushes1.png")]
def __init__(
self,
x_coordinate=None,
y_coordinate=None,
):
GameObject.__init__(self, x_coordinate, y_coordinate)
class Rock(GameObject):
bitmaps = [pygame.image.load("./img/rock.png")]
def __init__(
self,
x_coordinate=None,
y_coordinate=None,
):
GameObject.__init__(self, x_coordinate, y_coordinate)