commit 0400833977f1b9741ddf7e7724f6f32175042109
Author: Gļebs Cvetkovs <gcvetkovs.e@rkg.lv>
Date:   Fri Apr 12 07:40:50 2024 +0000

    Upload files to "base"

diff --git a/base/drawing.py b/base/drawing.py
new file mode 100644
index 0000000..ea2a737
--- /dev/null
+++ b/base/drawing.py
@@ -0,0 +1,189 @@
+import pygame
+from settings import *
+from ray_casting import ray_casting
+from map import mini_map
+from collections import deque
+from random import randrange
+import sys
+
+
+class Drawing:
+    def __init__(self, sc, sc_map, player, clock):
+        self.sc = sc
+        self.sc_map = sc_map
+        self.player = player
+        self.clock = clock
+        self.digits_images = [pygame.image.load(f'digits/{i}.png') for i in range(11)]
+        self.font = pygame.font.SysFont('Arial', 36, bold=True)
+        self.font_win = pygame.font.Font('font/font.ttf', 144)
+        self.textures = {1: pygame.image.load('img/wall3.png').convert(),
+                         2: pygame.image.load('img/wall4.png').convert(),
+                         3: pygame.image.load('img/wall5.png').convert(),
+                         4: pygame.image.load('img/wall6.png').convert(),
+                         'S': pygame.image.load('img/sky2.png').convert()
+                         }
+        # menu
+        self.menu_trigger = True
+        self.menu_trigger = True
+        self.menu_picture = pygame.image.load('img/bg.jpg').convert()
+        # weapon parameters
+        self.weapon_base_sprite = pygame.image.load('sprites/weapons/shotgun/base/0.png').convert_alpha()
+        self.weapon_shot_animation = deque([pygame.image.load(f'sprites/weapons/shotgun/shot/{i}.png').convert_alpha()
+                                            for i in range(20)])
+        self.weapon_rect = self.weapon_base_sprite.get_rect()
+        self.weapon_pos = (HALF_WIDTH - self.weapon_rect.width // 2, HEIGHT - self.weapon_rect.height)
+        self.shot_length = len(self.weapon_shot_animation)
+        self.shot_length_count = 0
+        self.shot_animation_speed = 3
+        self.shot_animation_count = 0
+        self.shot_animation_trigger = True
+        #self.shot_sound = pygame.mixer.Sound('sound/shotgun.wav')
+        # sfx parameters
+        self.sfx = deque([pygame.image.load(f'sprites/weapons/sfx/{i}.png').convert_alpha() for i in range(9)])
+        self.sfx_length_count = 0
+        self.sfx_length = len(self.sfx)
+
+    def background(self, angle):
+        sky_offset = -10 * math.degrees(angle) % WIDTH
+        self.sc.blit(self.textures['S'], (sky_offset, 0))
+        self.sc.blit(self.textures['S'], (sky_offset - WIDTH, 0))
+        self.sc.blit(self.textures['S'], (sky_offset + WIDTH, 0))
+        pygame.draw.rect(self.sc, DARKGRAY, (0, HALF_HEIGHT, WIDTH, HALF_HEIGHT))
+
+    def world(self, world_objects):
+        for obj in sorted(world_objects, key=lambda n: n[0], reverse=True):
+            if obj[0]:
+                _, object, object_pos = obj
+                self.sc.blit(object, object_pos)
+
+    def fps(self, clock):
+        display_fps = str(int(clock.get_fps()))
+        render = self.font.render(display_fps, 0, DARKORANGE)
+        self.sc.blit(render, FPS_POS)
+
+    def mini_map(self, player):
+        self.sc_map.fill(BLACK)
+        map_x, map_y = player.x // MAP_SCALE, player.y // MAP_SCALE
+        pygame.draw.line(self.sc_map, YELLOW, (map_x, map_y), (map_x + 12 * math.cos(player.angle),
+                                                 map_y + 12 * math.sin(player.angle)), 2)
+        pygame.draw.circle(self.sc_map, RED, (int(map_x), int(map_y)), 5)
+        for x, y in mini_map:
+            pygame.draw.rect(self.sc_map, DARKBROWN, (x, y, MAP_TILE, MAP_TILE))
+        self.sc.blit(self.sc_map, MAP_POS)
+
+    def draw_player_health(self):
+        health = str(self.player.health)
+        for i, char in enumerate(health):
+            self.sc.blit(self.digits_images[int(char[0])], (i * 60, 0))
+        self.sc.blit(self.digits_images[10], (190, 0))
+
+    def player_weapon(self, shots):
+        if self.player.shot:
+            #if not self.shot_length_count:
+                #self.shot_sound.play()
+            self.shot_projection = min(shots)[1] // 2
+            self.bullet_sfx()
+            shot_sprite = self.weapon_shot_animation[0]
+            self.sc.blit(shot_sprite, self.weapon_pos)
+            self.shot_animation_count += 1
+            if self.shot_animation_count == self.shot_animation_speed:
+                self.weapon_shot_animation.rotate(-1)
+                self.shot_animation_count = 0
+                self.shot_length_count += 1
+                self.shot_animation_trigger = False
+            if self.shot_length_count == self.shot_length:
+                self.player.shot = False
+                self.shot_length_count = 0
+                self.sfx_length_count = 0
+                self.shot_animation_trigger = True
+        else:
+            self.sc.blit(self.weapon_base_sprite, self.weapon_pos)
+
+    def bullet_sfx(self):
+        if self.sfx_length_count < self.sfx_length:
+            sfx = pygame.transform.scale(self.sfx[0], (self.shot_projection, self.shot_projection))
+            sfx_rect = sfx.get_rect()
+            self.sc.blit(sfx, (HALF_WIDTH - sfx_rect.w // 2, HALF_HEIGHT - sfx_rect.h // 2))
+            self.sfx_length_count += 1
+            self.sfx.rotate(-1)
+
+    def win(self):
+        render = self.font_win.render('YOU WIN!!!', 1, (randrange(40, 120), 0, 0))
+        rect = pygame.Rect(0, 0, 1000, 300)
+        rect.center = HALF_WIDTH, HALF_HEIGHT
+        pygame.draw.rect(self.sc, BLACK, rect, border_radius=50)
+        self.sc.blit(render, (rect.centerx - 430, rect.centery - 140))
+        pygame.display.flip()
+        self.clock.tick(15)
+
+
+    def lose(self):
+        render = self.font_win.render('Game Over!!!', 1, (randrange(40, 120), 0, 0))
+        rect = pygame.Rect(0, 0, 1250, 300)
+        rect.center = HALF_WIDTH, HALF_HEIGHT
+        pygame.draw.rect(self.sc, BLACK, rect, border_radius=50)
+        self.sc.blit(render, (rect.centerx - 430, rect.centery - 140))
+        pygame.display.flip()
+        self.sc.blit(self.digits_images[int(0)], (0, 0))
+        self.sc.blit(self.digits_images[10], (190, 0))
+        self.clock.tick(15)
+
+    def menu(self):
+        x = 0
+        button_font = pygame.font.Font('font/font.ttf', 72)
+        label_font = pygame.font.Font('font/font1.otf', 300)
+        label_name_font = pygame.font.Font('font/font1.otf', 50)
+        start = button_font.render('START', 1, pygame.Color('lightgray'))
+        button_start = pygame.Rect(0, 0, 400, 150)
+        button_start.center = HALF_WIDTH, HALF_HEIGHT
+        exit = button_font.render('EXIT', 1, pygame.Color('lightgray'))
+        button_exit = pygame.Rect(0, 0, 400, 150)
+        button_exit.center = HALF_WIDTH, HALF_HEIGHT + 200
+
+        while self.menu_trigger:
+            for event in pygame.event.get():
+                if event.type == pygame.QUIT:
+                    pygame.quit()
+                    sys.exit()
+
+            self.sc.blit(self.menu_picture, (0, 0), (x % WIDTH, HALF_HEIGHT, WIDTH, HEIGHT))
+            x += 1
+
+            pygame.draw.rect(self.sc, BLACK, button_start, border_radius=25, width=10)
+            self.sc.blit(start, (button_start.centerx - 130, button_start.centery - 70))
+
+            pygame.draw.rect(self.sc, BLACK, button_exit, border_radius=25, width=10)
+            self.sc.blit(exit, (button_exit.centerx - 85, button_exit.centery - 70))
+
+            color = randrange(40)
+            label = label_font.render('PAPAPIKA', 1, (color, color, color))
+            self.sc.blit(label, (15, -30))
+
+            gleb = label_name_font.render('Glebs Cvetkovs', 1, (color, color, color))
+            self.sc.blit(gleb, (button_exit.centerx - 580, button_exit.centery + 140))
+
+            vlad = label_name_font.render('Vladislavs Pozdnaks', 1, (color, color, color))
+            self.sc.blit(vlad, (button_exit.centerx - 580, button_exit.centery + 100))
+
+            maks = label_name_font.render('Maksims Rubins', 1, (color, color, color))
+            self.sc.blit(maks, (button_exit.centerx - 580, button_exit.centery + 60))
+
+
+
+
+            mouse_pos = pygame.mouse.get_pos()
+            mouse_click = pygame.mouse.get_pressed()
+            if button_start.collidepoint(mouse_pos):
+                pygame.draw.rect(self.sc, BLACK, button_start, border_radius=25)
+                self.sc.blit(start, (button_start.centerx - 130, button_start.centery - 70))
+                if mouse_click[0]:
+                    self.menu_trigger = False
+            elif button_exit.collidepoint(mouse_pos):
+                pygame.draw.rect(self.sc, BLACK, button_exit, border_radius=25)
+                self.sc.blit(exit, (button_exit.centerx - 85, button_exit.centery - 70))
+                if mouse_click[0]:
+                    pygame.quit()
+                    sys.exit()
+
+            pygame.display.flip()
+            self.clock.tick(20)
\ No newline at end of file
diff --git a/base/interaction.py b/base/interaction.py
new file mode 100644
index 0000000..9399d40
--- /dev/null
+++ b/base/interaction.py
@@ -0,0 +1,121 @@
+import random
+from settings import *
+from map import world_map
+from ray_casting import mapping
+import math
+import pygame
+from numba import njit
+from random import randrange
+
+@njit(fastmath=True, cache=True)
+def ray_casting_npc_player(npc_x, npc_y, blocked_doors, world_map, player_pos):
+    ox, oy = player_pos
+    xm, ym = mapping(ox, oy)
+    delta_x, delta_y = ox - npc_x, oy - npc_y
+    cur_angle = math.atan2(delta_y, delta_x)
+    cur_angle += math.pi
+
+    sin_a = math.sin(cur_angle)
+    sin_a = sin_a if sin_a else 0.000001
+    cos_a = math.cos(cur_angle)
+    cos_a = cos_a if cos_a else 0.000001
+
+    # verticals
+    x, dx = (xm + TILE, 1) if cos_a >= 0 else (xm, -1)
+    for i in range(0, int(abs(delta_x)) // TILE):
+        depth_v = (x - ox) / cos_a
+        yv = oy + depth_v * sin_a
+        tile_v = mapping(x + dx, yv)
+        if tile_v in world_map or tile_v in blocked_doors:
+            return False
+        x += dx * TILE
+
+    # horizontals
+    y, dy = (ym + TILE, 1) if sin_a >= 0 else (ym, -1)
+    for i in range(0, int(abs(delta_y)) // TILE):
+        depth_h = (y - oy) / sin_a
+        xh = ox + depth_h * cos_a
+        tile_h = mapping(xh, y + dy)
+        if tile_h in world_map or tile_h in blocked_doors:
+            return False
+        y += dy * TILE
+    return True
+
+
+class Interaction:
+    def __init__(self, player, sprites, drawing):
+        self.player = player
+        self.sprites = sprites
+        self.drawing = drawing
+        #self.pain_sound = pygame.mixer.Sound('sound/pain.wav')
+
+    def interaction_objects(self):
+        if self.player.shot and self.drawing.shot_animation_trigger:
+            for obj in sorted(self.sprites.list_of_objects, key=lambda obj: obj.distance_to_sprite):
+                if obj.is_on_fire[1]:
+                    if obj.is_dead != 'immortal' and not obj.is_dead:
+                        if ray_casting_npc_player(obj.x, obj.y,
+                                                  self.sprites.blocked_doors,
+                                                  world_map, self.player.pos):
+                            #if obj.flag == 'npc':
+                                #self.pain_sound.play()
+                            obj.is_dead = True
+                            obj.blocked = None
+                            self.drawing.shot_animation_trigger = False
+                    break
+
+    def attack(self):
+        for obj in self.sprites.list_of_objects:
+            if obj.sprite_shot and 1 > randrange(0, 100):
+                self.player.get_damage(obj.damage)
+
+
+
+    def npc_action(self):
+        for obj in self.sprites.list_of_objects:
+            if obj.flag == 'npc' and not obj.is_dead:
+                if ray_casting_npc_player(obj.x, obj.y,
+                                          self.sprites.blocked_doors,
+                                          world_map, self.player.pos):
+                    obj.npc_action_trigger = True
+                    self.npc_move(obj)
+                else:
+                    obj.npc_action_trigger = False
+
+    def npc_move(self, obj):
+        if abs(obj.distance_to_sprite) > TILE:
+            dx = obj.x - self.player.pos[0]
+            dy = obj.y - self.player.pos[1]
+            obj.x = obj.x + 1 if dx < 0 else obj.x - 1
+            obj.y = obj.y + 1 if dy < 0 else obj.y - 1
+
+
+    def clear_world(self):
+        deleted_objects = self.sprites.list_of_objects[:]
+        [self.sprites.list_of_objects.remove(obj) for obj in deleted_objects if obj.delete]
+
+    #def play_music(self):
+        #pygame.mixer.pre_init(44100, -16, 2, 2048)
+        #pygame.mixer.init()
+        #pygame.mixer.music.load('sound/theme.mp3')
+       # pygame.mixer.music.play(10)
+
+    def check_win(self):
+        if not len([obj for obj in self.sprites.list_of_objects if obj.flag == 'npc' and not obj.is_dead]):
+            #pygame.mixer.music.stop()
+            #pygame.mixer.music.load('sound/win.mp3')
+            #pygame.mixer.music.play()
+            while True:
+                for event in pygame.event.get():
+                    if event.type == pygame.QUIT:
+                        exit()
+                self.drawing.win()
+
+    def check_lose(self):
+        print(self.player.health)
+        if self.player.health <= 0:
+            while True:
+                for event in pygame.event.get():
+                    if event.type == pygame.QUIT:
+                        exit()
+                self.drawing.lose()
diff --git a/base/main.py b/base/main.py
new file mode 100644
index 0000000..af92500
--- /dev/null
+++ b/base/main.py
@@ -0,0 +1,46 @@
+from player import Player
+from sprite_objects import *
+from ray_casting import ray_casting_walls
+from drawing import Drawing
+from interaction import Interaction
+import time
+from random import randrange
+
+pygame.init()
+sc = pygame.display.set_mode((WIDTH, HEIGHT))
+sc_map = pygame.Surface(MINIMAP_RES)
+
+sprites = Sprites()
+clock = pygame.time.Clock()
+player = Player(sprites)
+drawing = Drawing(sc, sc_map, player, clock)
+interaction = Interaction(player, sprites, drawing)
+
+
+drawing.menu()
+pygame.mouse.set_visible(False)
+starttime = time.time()
+#interaction.play_music()
+
+while True:
+    player.movement()
+    drawing.background(player.angle)
+    walls, wall_shot = ray_casting_walls(player, drawing.textures)
+    drawing.world(walls + [obj.object_locate(player) for obj in sprites.list_of_objects])
+    drawing.fps(clock)
+    drawing.mini_map(player)
+    drawing.player_weapon([wall_shot, sprites.sprite_shot])
+    drawing.draw_player_health()
+
+    interaction.interaction_objects()
+    interaction.npc_action()
+    endtime = time.time()
+    if endtime-starttime > 2:
+        if randrange(1, 100) < 20:
+            interaction.attack()
+    interaction.clear_world()
+    interaction.check_win()
+    interaction.check_lose()
+
+    pygame.display.flip()
+    clock.tick()
\ No newline at end of file
diff --git a/base/map.py b/base/map.py
new file mode 100644
index 0000000..ec1570b
--- /dev/null
+++ b/base/map.py
@@ -0,0 +1,44 @@
+from settings import *
+import pygame
+from numba.core import types
+from numba.typed import Dict
+from numba import int32
+
+_ = False
+matrix_map = [
+    [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
+    [1, _, _, _, _, _, 2, _, _, _, _, _, _, _, _, _, _, 4, _, _, _, _, _, 1],
+    [1, _, 2, 2, _, _, _, _, _, 2, 2, 2, _, _, _, 3, _, _, _, _, 4, _, _, 1],
+    [1, _, _, _, _, _, _, _, _, _, _, 2, 2, _, _, _, 3, _, _, _, _, _, _, 1],
+    [1, _, 2, 2, _, _, _, _, _, _, _, _, 2, _, 4, _, _, 3, _, _, _, 4, _, 1],
+    [1, _, _, _, _, _, 4, _, _, 2, 2, _, 2, _, _, _, _, _, _, 4, _, _, _, 1],
+    [1, _, 3, _, _, _, 2, _, _, 2, _, _, 2, _, _, _, 4, _, _, _, _, 4, _, 1],
+    [1, _, _, 3, _, _, 2, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, 1],
+    [1, _, 3, _, _, _, _, _, _, _, 3, _, _, 3, 3, _, _, _, _, 3, 3, _, _, 1],
+    [1, _, 3, _, _, _, 3, 3, _, 3, _, _, _, 3, 3, _, _, _, _, 2, 3, _, _, 1],
+    [1, _, _, _, _, 3, _, 3, _, _, 3, _, _, _, _, _, _, _, _, _, _, _, _, 1],
+    [1, _, 4, _, 3, _, _, _, _, 3, _, _, 2, _, _, _, _, _, _, _, _, 2, _, 1],
+    [1, _, _, _, _, _, 4, _, _, _, _, _, 2, 2, _, _, _, _, _, _, 2, 2, _, 1],
+    [1, _, _, 4, _, _, _, _, 4, _, _, _, _, 2, 2, 2, 2, 2, 2, 2, 2, _, _, 1],
+    [1, _, _, _, _, _, _, _, _, _, 4, _, _, _, _, _, _, _, _, _, _, _, _, 1],
+    [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
+]
+
+WORLD_WIDTH = len(matrix_map[0]) * TILE
+WORLD_HEIGHT = len(matrix_map) * TILE
+world_map = Dict.empty(key_type=types.UniTuple(int32, 2), value_type=int32)
+mini_map = set()
+collision_walls = []
+for j, row in enumerate(matrix_map):
+    for i, char in enumerate(row):
+        if char:
+            mini_map.add((i * MAP_TILE, j * MAP_TILE))
+            collision_walls.append(pygame.Rect(i * TILE, j * TILE, TILE, TILE))
+            if char == 1:
+                world_map[(i * TILE, j * TILE)] = 1
+            elif char == 2:
+                world_map[(i * TILE, j * TILE)] = 2
+            elif char == 3:
+                world_map[(i * TILE, j * TILE)] = 3
+            elif char == 4:
+                world_map[(i * TILE, j * TILE)] = 4
\ No newline at end of file
diff --git a/base/object_renderer.py b/base/object_renderer.py
new file mode 100644
index 0000000..de3f486
--- /dev/null
+++ b/base/object_renderer.py
@@ -0,0 +1,22 @@
+import pygame as pg
+from settings import *
+
+class ObjectRenderer:
+    def __init__(self, game):
+        self.game = game
+        self.screen = game.screen
+        self.wall_textures = self.load_wall_textures()
+
+    @staticmethod
+    def get_texture(path, res=(TEXTURE_SIZE, TEXTURE_SIZE)):
+        texture = pg.image.load(path).convert_alpha()
+        return pg.transform.scale(texture, res)
+
+    def load_wall_textures(self):
+        return {
+            1: self.get_texture('resources/textures/wall1.png'),
+            2: self.get_texture('resources/textures/wall2.png'),
+            3: self.get_texture('resources/textures/wall3.png'),
+            4: self.get_texture('resources/textures/wall4.png'),
+            5: self.get_texture('resources/textures/wall5.png'),
+        }