spele/plagiats/map.py

247 lines
7.4 KiB
Python

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