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)