Загрузить файлы в «plagiats»

main
Aleksandrs Karpovs 2024-03-28 08:30:03 +00:00
parent 68d67b5352
commit a1739d2564
5 changed files with 639 additions and 0 deletions

41
plagiats/camera.py 100644
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import pygame
class Camera:
def __init__(self, game):
self.game = game
self.map = game.map
self.player = game.player
self.enemies = game.enemies
self.projectiles = game.projectiles
self.settings = game.settings
self.map.add_enemies(self.enemies)
def move_up(self):
self.map.move_up()
self.player.move_up()
def move_down(self):
self.map.move_down()
self.player.move_down()
def move_left(self):
self.map.move_left()
self.player.move_left()
def move_right(self):
self.map.move_right()
self.player.move_right()
def update(self):
keystate = pygame.key.get_pressed()
if keystate[pygame.K_w]:
self.move_up()
elif keystate[pygame.K_a]:
self.move_left()
elif keystate[pygame.K_s]:
self.move_down()
elif keystate[pygame.K_d]:
self.move_right()

269
plagiats/entity.py 100644
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import os
from pygame.sprite import Sprite
import pygame
import math
import random
import time
from utils import load_entity_image
from projectile import Projectile
class Tank(Sprite):
MOVE_UP = "up"
MOVE_DOWN = "down"
MOVE_LEFT = "left"
MOVE_RIGHT = "right"
color = "blue"
def __init__(self, settings, x: int, y: int):
super().__init__()
self.settings = settings
image_folder = os.path.join(self.settings.img_folder, "tanks", self.color)
self.IMAGES = {
self.MOVE_UP: (load_entity_image(self.settings, os.path.join(image_folder, "tile004.png")), load_entity_image(self.settings, os.path.join(image_folder, "tile006.png"))),
self.MOVE_DOWN: (load_entity_image(self.settings, os.path.join(image_folder, "tile010.png")), load_entity_image(self.settings, os.path.join(image_folder, "tile008.png"))),
self.MOVE_LEFT: (load_entity_image(self.settings, os.path.join(image_folder, "tile012.png")), load_entity_image(self.settings, os.path.join(image_folder, "tile014.png"))),
self.MOVE_RIGHT: (load_entity_image(self.settings, os.path.join(image_folder, "tile000.png")), load_entity_image(self.settings, os.path.join(image_folder, "tile002.png")))
}
self.image = self.IMAGES[self.MOVE_UP][0]
self.rect = self.image.get_rect()
self.now_move = self.MOVE_UP
self.now_frame = 0
self.move_stage = 0
self.animation_tick_change = 3
self.frame_quantity = 2
self.animation_max_tick = self.animation_tick_change * self.frame_quantity
self.x = x
self.y = y
self.rect.x = self.x
self.rect.y = self.y
self.last_shot = time.time()
def update_move_state(self, triggered: str):
if triggered == self.now_move:
self.move_stage += 1
self.now_frame = math.floor(self.move_stage / self.animation_tick_change)
if self.now_frame > self.frame_quantity - 1:
self.move_stage = 0
self.now_frame = 0
else:
self.now_move = triggered
self.move_stage = 0
del self.rect
self.image = self.IMAGES[self.now_move][self.now_frame]
self.rect = self.image.get_rect()
self.rect.y = self.y
self.rect.x = self.x
def update(self):
keystate = pygame.key.get_pressed()
if keystate[pygame.K_w]:
self.move_up()
elif keystate[pygame.K_a]:
self.move_left()
elif keystate[pygame.K_s]:
self.move_down()
elif keystate[pygame.K_d]:
self.move_right()
def get_rect(self):
return pygame.Rect(self.x, self.y, self.settings.entity_size, self.settings.entity_size)
def create_new_projectile(self):
if self.now_move == Tank.MOVE_UP:
sx = self.x + self.settings.block_size / 2 - self.settings.projectile_size / 2 + 1
sy = self.y - self.settings.projectile_size / 2 - 1
elif self.now_move == Tank.MOVE_DOWN:
sx = self.x + self.settings.block_size / 2 - self.settings.projectile_size / 2 + 1
sy = self.y + self.settings.block_size + 1
elif self.now_move == Tank.MOVE_LEFT:
sy = self.y + self.settings.block_size / 2 - self.settings.projectile_size / 2 + 1
sx = self.x - self.settings.projectile_size / 2 - 1
elif self.now_move == Tank.MOVE_RIGHT:
sy = self.y + self.settings.block_size / 2 - self.settings.projectile_size / 2 + 1
sx = self.x + self.settings.block_size + 1
self.last_shot = time.time()
self.game.projectiles.add(Projectile(self.game, sx, sy, self.now_move))
class Player(Tank):
color = "blue"
def __init__(self, game, x, y):
self.game = game
super().__init__(self.game.settings, x, y)
def move_up(self):
self.update_move_state(self.MOVE_UP)
def move_down(self):
self.update_move_state(self.MOVE_DOWN)
def move_left(self):
self.update_move_state(self.MOVE_LEFT)
def move_right(self):
self.update_move_state(self.MOVE_RIGHT)
def update(self):
keystate = pygame.key.get_pressed()
if keystate[pygame.K_SPACE]:
if time.time() - self.last_shot > self.settings.recharge_time:
self.create_new_projectile()
self.game.screen.blit(self.image, (self.x, self.y))
class Enemy(Tank):
color = "red"
last_movement = Tank.MOVE_UP
prev_variants = set()
prev_prev_variants = set()
could_move = True
def __init__(self, game, x, y):
super().__init__(game.settings, x, y)
self.game = game
self.settings = game.settings
self.map = game.map
def update(self):
tsh = self.map.settings.block_size // 2 #tile size half
block = self.map.find_block_on_coords(self.x + tsh, self.y + tsh)
i, j = block.i, block.j
if abs(self.x - block.x) < 0.6 and abs(self.y - block.y) < 0.6:
#print(block)
variants = self.get_possible_movements(i, j)
if variants == self.prev_variants or variants == self.prev_variants:
next_movement = self.last_movement
else:
next_movement = random.choice(list(variants))
self.last_movement = next_movement
self.prev_prev_variants = self.prev_variants
self.prev_variants = variants
#print(variants)
else:
if self.could_move:
next_movement = self.last_movement
else:
variants = self.get_possible_movements(i, j)
next_movement = random.choice(list(variants))
self.last_movement = next_movement
self.prev_variants = variants
#Shot
if random.randint(1, self.settings.enemy_shot_rev) == 1:
self.create_new_projectile()
if next_movement == Tank.MOVE_UP:
self.move_up()
elif next_movement == Tank.MOVE_LEFT:
self.move_left()
elif next_movement == Tank.MOVE_DOWN:
self.move_down()
elif next_movement == Tank.MOVE_RIGHT:
self.move_right()
def get_possible_movements(self, i, j):
variants = set()
if self.map.blockmap[i - 1][j].passable:
variants.add(Tank.MOVE_UP)
if self.map.blockmap[i + 1][j].passable:
variants.add(Tank.MOVE_DOWN)
if self.map.blockmap[i][j + 1].passable:
variants.add(Tank.MOVE_RIGHT)
if self.map.blockmap[i][j - 1].passable:
variants.add(Tank.MOVE_LEFT)
return variants
def change_coords_by_delta(self, dx=None, dy=None):
#print(dx, dy)
self.x = self.x - dx
self.y = self.y - dy
self.rect.x = self.x
self.rect.y = self.y
def move_up(self):
cx, cy, tsh = self.get_block_collision_vars()
cp1 = (cx - tsh + 1, cy - tsh)
cp2 = (cx + tsh - 1, cy - tsh)
if self.check_on_moveability(cp1[0], cp1[1], 0, self.settings.move_speed) and self.check_on_moveability(cp2[0], cp2[1], 0, self.settings.move_speed):
self.y -= self.settings.move_speed
self.rect.y = self.y
self.update_move_state(self.MOVE_UP)
self.could_move = True
else:
self.could_move = False
def move_down(self):
cx, cy, tsh = self.get_block_collision_vars()
cp1 = (cx - tsh + 1, cy + tsh)
cp2 = (cx + tsh - 1, cy + tsh)
if self.check_on_moveability(cp1[0], cp1[1], 0, -self.settings.move_speed) and self.check_on_moveability(cp2[0], cp2[1], 0, -self.settings.move_speed):
self.y += self.settings.move_speed
self.rect.y = self.y
self.update_move_state(self.MOVE_DOWN)
self.could_move = True
else:
self.could_move = False
def move_left(self):
cx, cy, tsh = self.get_block_collision_vars()
cp1 = (cx - tsh, cy - tsh + 1)
cp2 = (cx - tsh, cy + tsh - 1)
if self.check_on_moveability(cp1[0], cp1[1], self.settings.move_speed, 0) and self.check_on_moveability(cp2[0], cp2[1], -self.settings.move_speed, 0):
self.x -= self.settings.move_speed
self.rect.x = self.x
self.update_move_state(self.MOVE_LEFT)
self.could_move = True
else:
self.could_move = False
def move_right(self):
cx, cy, tsh = self.get_block_collision_vars()
cp1 = (cx + tsh, cy - tsh + 1)
cp2 = (cx + tsh, cy + tsh - 1)
if self.check_on_moveability(cp1[0], cp1[1], -self.settings.move_speed, 0) and self.check_on_moveability(cp2[0], cp2[1], -self.settings.move_speed, 0):
self.x += self.settings.move_speed
self.rect.x = self.x
self.update_move_state(self.MOVE_RIGHT)
self.could_move = True
else:
self.could_move = False
def get_block_collision_vars(self):
tsh = self.map.settings.block_size // 2
return self.x + tsh, self.y + tsh, tsh
def check_on_moveability(self, x, y, dx, dy):
return self.map.check_on_moveability(x, y, dx, dy)

76
plagiats/game.py 100644
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import random
import pygame
import pygame.font
from settings import GameSettings
from map import Map
from entity import Enemy, Player
from projectiles import Projectiles
from camera import Camera
class Game:
def __init__(self):
self.settings = GameSettings()
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
pygame.display.set_caption(self.settings.caption)
self.clock = pygame.time.Clock()
self.map = Map(self, 0, 0)
player_spawn_block = self.map.player_spawn
offset = [
(self.settings.screen_width // 2) - player_spawn_block.x - (self.settings.block_size // 2),
(self.settings.screen_height // 2) - player_spawn_block.y - (self.settings.block_size // 2)
]
self.map.change_coords(offset[0], offset[1])
self.enemies = pygame.sprite.Group()
self.projectiles = Projectiles(self)
d = (self.settings.block_size - self.settings.entity_size) // 2
self.player = Player(self, self.map.player_spawn.x + d, self.map.player_spawn.y + d)
self.camera = Camera(self)
self.score = 0
def run(self):
while self.settings.running:
#FPS control
self.clock.tick(self.settings.fps)
#Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.settings.running = False
self.camera.update()
self.enemies.update()
#Spawn enemies
if self.settings.enemy_spawn_rev < self.settings.enemy_spawn_rev_thresh:
self.settings.enemy_spawn_rev -= self.settings.enemy_spawn_rev_delta
if random.randint(1, self.settings.enemy_spawn_rev) == 1:
self.spawn_enemy()
#Render
self.screen.fill((0, 0, 0))
self.map.update()
#print(map)
self.player.update()
self.enemies.draw(self.screen)
self.projectiles.update()
self.draw_score()
pygame.display.flip()
return self.score
def spawn_enemy(self):
es = random.choice(self.map.enemy_spawns)
self.enemies.add(Enemy(self, es.x, es.y))
def draw_score(self):
fnt = pygame.font.SysFont("calibri", 40, True)
score = fnt.render("Score: " + str(self.score), True, (255, 255, 255), (0, 0, 0))
self.screen.blit(score, (0, 0))

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plagiats/main.py 100644
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import pygame
pygame.init()
from game import Game
g = Game()
print(g.run())

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plagiats/map.py 100644
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import os
from pygame import Rect, image
import pygame
from utils import load_image
class Block:
BRICK = "brick"
GRASS = "grass"
KUST = "kust"
STONE = "stone"
WATER = "water"
PLAYER_SPAWN = "player_spawn"
ENEMY_SPAWN = "enemy_spawn"
def __init__(self, game, x, y, i, j, type: str):
self.game = game
self.settings = self.game.settings
self.height = self.settings.block_size
self.width = self.settings.block_size
self.image_folder = os.path.join(self.settings.img_folder, "map")
self.type = type
self.passable = self.is_passable()
self.projectile_passable = self.is_projectile_passable()
#print(os.path.join(self.image_folder, self.type, ".png"))
self.image = load_image(self.settings, os.path.join(self.image_folder, self.type + ".png"))
#print(os.path.join(self.image_folder, self.type + ".png"))
self.x = x
self.y = y
self.i = i
self.j = j
self.update()
def update(self):
self.rect = self.game.screen.blit(self.image, (self.x, self.y))
def is_passable(self):
if self.type == "brick" or self.type == "stone" or self.type == "water":
return False
else:
return True
def is_projectile_passable(self):
if self.type == "brick" or self.type == "stone":
return False
else:
return True
def __str__(self):
return "{} block on x: {}, y: {}".format(self.type, self.x, self.y)
class Map:
def __init__(self, game, lc_x: int, lc_y: int):
self.game = game
self.settings = game.settings
self.x = lc_x
self.y = lc_y
self.charmap = self.load_map("BattleCity.txt")
self.blockmap = []
self.enemy_spawns = []
k = 0
i = self.y
j = self.x
for line in self.charmap:
self.blockmap.append([])
j = self.x
l = 0
for block in line:
self.blockmap[k].append(self.get_block_by_char(block, j, i, k, l))
if block == "P":
self.player_spawn = self.blockmap[k][-1]
if block == "E":
self.enemy_spawns.append(self.blockmap[k][-1])
j += self.settings.block_size
l += 1
k += 1
i += self.settings.block_size
self.enemies = None
es = self.settings.entity_size
self.tank_rect = Rect(self.settings.c_x - es // 2, self.settings.c_y - es // 2, es, es)
def load_map(self, filename: str) -> list:
f = open(os.path.join(self.settings.map_folder, filename))
lines = f.readlines()
f.close()
i = 0
result = []
for line in lines:
result.append([])
for c in line:
if c in "BGKSWPE":
result[i].append(c)
i += 1
#print(result)
return result
def get_block_by_char(self, char, x, y, i, j):
tp = None
if char == "B":
tp = Block.BRICK
elif char == "G":
tp = Block.GRASS
elif char == "K":
tp = Block.KUST
elif char == "S":
tp = Block.STONE
elif char == "W":
tp = Block.WATER
elif char == "P":
tp = Block.PLAYER_SPAWN
elif char == "E":
tp = Block.ENEMY_SPAWN
if tp != None:
return Block(self.game, x, y, i, j, tp)
else:
return False
def add_enemies(self, enemies):
self.enemies = enemies
def update(self):
for line in self.blockmap:
for block in line:
block.update()
def change_coords(self, x = None, y = None):
if self.enemies != None:
dx = self.x - x if x != None else 0
dy = self.y - y if y != None else 0
for enemy in self.enemies.sprites():
enemy.change_coords_by_delta(dx, dy)
for projectile in self.game.projectiles.projectiles:
projectile.change_coords_by_delta(dx, dy)
k = 0
self.x = x if x != None else self.x
self.y = y if y != None else self.y
j = self.x
i = self.y
for line in self.blockmap:
j = self.x
for block in line:
block.x = j
block.y = i
j += self.settings.block_size
k += 1
i += self.settings.block_size
def get_block_collision_vars(self): #cx, cy, tsh
return self.settings.c_x, self.settings.c_y, self.settings.block_size // 2
def move_up(self):
cx, cy, tsh = self.get_block_collision_vars()
cp1 = (cx - tsh + 2, cy - tsh)
cp2 = (cx + tsh - 2, cy - tsh)
if self.check_on_moveability(cp1[0], cp1[1], 0, self.settings.move_speed) and self.check_on_moveability(cp2[0], cp2[1], 0, self.settings.move_speed):
self.change_coords(None, self.y + self.settings.move_speed)
def move_down(self):
cx, cy, tsh = self.get_block_collision_vars()
cp1 = (cx - tsh + 2, cy + tsh)
cp2 = (cx + tsh - 2, cy + tsh)
if self.check_on_moveability(cp1[0], cp1[1], 0, -self.settings.move_speed) and self.check_on_moveability(cp2[0], cp2[1], 0, -self.settings.move_speed):
self.change_coords(None, self.y - self.settings.move_speed)
def move_left(self):
cx, cy, tsh = self.get_block_collision_vars()
cp1 = (cx - tsh, cy - tsh + 2)
cp2 = (cx - tsh, cy + tsh - 2)
if self.check_on_moveability(cp1[0], cp1[1], self.settings.move_speed, 0) and self.check_on_moveability(cp2[0], cp2[1], -self.settings.move_speed, 0):
self.change_coords(self.x + self.settings.move_speed, None)
def move_right(self):
cx, cy, tsh = self.get_block_collision_vars()
cp1 = (cx + tsh, cy - tsh + 2)
cp2 = (cx + tsh, cy + tsh - 2)
if self.check_on_moveability(cp1[0], cp1[1], -self.settings.move_speed, 0) and self.check_on_moveability(cp2[0], cp2[1], -self.settings.move_speed, 0):
self.change_coords(self.x - self.settings.move_speed, None)
def check_on_moveability(self, x, y, dx, dy):
#print(x, y, dx, dy)
#print(self.find_block_on_coords(x + dx, y + dy))
if self.find_block_on_coords(x, y).passable:
return True
else:
return False
def find_block_on_coords(self, x, y):
block_line = None
for line in self.blockmap:
if line[0].y <= y and y < line[0].y + self.settings.block_size:
block_line = line
break
if block_line != None:
for block in line:
if block.x <= x and x < block.x + self.settings.block_size:
return block
return False
def __str__(self):
res = ""
for line in self.blockmap:
for block in line:
res += str(block) + "; "
res += "\n"
return res