Add active/unactive horse colour management. Add barrier spawning every 500 game ticks. Generated comments to describe code.

This commit is contained in:
Emil Shanaty
2025-03-16 00:16:38 +03:00
parent ded99fca0c
commit 08bff52b04
4 changed files with 136 additions and 88 deletions
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@@ -1,97 +1,136 @@
import pygame
import random
WIDTH, HEIGHT = 800, 600
class GameObject:
x = 0
y = 0
def __init__(self, image_path, x=0, y=0):
self.image = pygame.image.load(image_path)
self.rect = self.image.get_rect(topleft=(x,y))
self.set_position(x, y)
self.image = pygame.image.load(image_path) # Load the image
self.rect = self.image.get_rect(topleft=(x,y)) # Set the rectangle for the image
self.set_position(x, y) # Set initial position
def draw(self, surface):
surface.blit(self.image, self.rect)
def set_position(self, x, y): # TODO: FIX CENTERING
self.rect.x = x
surface.blit(self.image, self.rect) # Draw the image on the surface
def set_position(self, x, y):
self.rect.x = x # Update rectangle position
self.rect.y = y
self.x = x
self.x = x # Update object position
self.y = y
def move(self, dx, dy):
self.set_position(self.rect.x + dx, self.rect.y + dy)
self.set_position(self.rect.x + dx, self.rect.y + dy) # Move object by dx and dy
def set_size(self, width, height):
self.image = pygame.transform.scale(self.image, (width,height))
self.rect = self.image.get_rect(topleft=(self.x,self.y))
self.image = pygame.transform.scale(self.image, (width,height)) # Resize the image
self.rect = self.image.get_rect(topleft=(self.x,self.y)) # Update rectangle size
def scale_by(self, scale):
self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale))
self.rect = self.image.get_rect(topleft=(self.x,self.y))
self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale)) # Scale the image
self.rect = self.image.get_rect(topleft=(self.x,self.y)) # Update rectangle size
def get_position(self):
return (self.x, self.y)
return (self.x, self.y) # Return current position
class Horse(GameObject):
default_vacceleration = 0.5
vspeed = 0
vacceleration = 0
stopped = False
color = ()
default_vacceleration = 0.5 # Default acceleration value
vspeed = 0 # Vertical speed
vacceleration = 0 # Vertical acceleration
stopped = False # Whether the horse is stopped
color = () # Color of the horse's mark
def __init__(self, image_path, x, y):
self.vspeed = 0
self.vacceleration = 0
self.stopped = False
self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)) # Random color for the mark
super().__init__(image_path, x, y)
self.set_size(75, 75)
self.set_size(75, 75) # Set the size of the horse
def apply_vspeed(self):
pos = self.get_position()
self.set_position(pos[0], pos[1] + self.vspeed)
self.set_position(pos[0], pos[1] + self.vspeed) # Apply vertical speed to position
def apply_vacceleration(self):
self.vspeed += self.vacceleration
self.vspeed += self.vacceleration # Apply acceleration to speed
def set_vspeed(self, speed):
self.vspeed = speed
self.vspeed = speed # Set vertical speed
def add_vspeed(self, delta):
self.vspeed += delta
self.vspeed += delta # Add to vertical speed
def set_vacceleration(self, vacceleration):
self.vacceleration = vacceleration
self.vacceleration = vacceleration # Set vertical acceleration
def up(self):
self.set_vacceleration(-self.default_vacceleration)
self.set_vacceleration(-self.default_vacceleration) # Move up
def down(self):
self.set_vacceleration(self.default_vacceleration)
self.set_vacceleration(self.default_vacceleration) # Move down
def stay(self):
self.set_vacceleration(0)
self.set_vacceleration(0) # Stop vertical movement
def stop(self):
self.stopped = True
self.stopped = True # Stop the horse
self.set_vacceleration(0)
self.set_vspeed(0)
def draw(self, surface):
surface.blit(self.image, self.rect) # Draw the horse
pygame.draw.rect(surface, self.color, (self.x + 40, self.y + 20, 25, 25)) # Draw the horse's mark
class Background(GameObject):
def __init__(self, image_path, x, y):
super().__init__(image_path, x, y)
super().__init__(image_path, x, y) # Initialize background
class Barrier(GameObject):
def __init__(self, image_path, x, y):
super().__init__(image_path, x, y)
super().__init__(image_path, x, y) # Initialize barrier
class UI:
children = []
horizontal_offset = 25
mark_size = 5
children = [] # List of child objects
horizontal_offset = 25 # Horizontal spacing between marks
vertical_offset = -25 # Vertical spacing between marks
mark_size = 25 # Size of the marks
def __init__(self):
self.children = []
self.children = [] # Initialize children list
def add_children(self, children):
new_children = [child for child in children if child not in self.children]
new_children = [child for child in children if child not in self.children] # Add new children
self.children.extend(new_children)
def draw_marks(self, screen):
x0 = 50
y0 = 300
for child in self.children:
if isinstance(child, Horse):
x0 += self.horizontal_offset
x1 = x0 + self.mark_size
y1 = y0 - self.mark_size
pygame.draw.rect(screen, child.color, (x0, y0, x1, y1))
active_marks = [] # List of active horses
unactive_marks = [] # List of inactive horses
for i in range(len(self.children)):
if isinstance(self.children[i], Horse):
if (self.children[i].stopped == False):
active_marks.append(self.children[i]) # Add active horses
else:
unactive_marks.append(self.children[i]) # Add inactive horses
width = 10 # Number of marks per row
active_marks_section_pos = (0 - self.mark_size, 600 - self.mark_size) # Starting position for active marks
xa = active_marks_section_pos[0]
ya = active_marks_section_pos[1]
for i in range(len(active_marks)):
xa += self.horizontal_offset
pygame.draw.rect(screen, self.children[i].color, (xa, ya, self.mark_size, self.mark_size)) # Draw active marks
if xa >= width * (self.mark_size - 3): # Move to the next row if the row is full
ya += self.vertical_offset
xa = active_marks_section_pos[0]
unactive_marks_section_pos = (800, 600 - self.mark_size) # Starting position for inactive marks
xu = unactive_marks_section_pos[0]
yu = unactive_marks_section_pos[1]
for i in range(len(unactive_marks)):
xu -= self.horizontal_offset
pygame.draw.rect(screen, unactive_marks[i].color, (xu, yu, self.mark_size, self.mark_size)) # Draw inactive marks
if 800 - xu >= width * self.mark_size: # Move to the next row if the row is full
yu += self.vertical_offset
xu = unactive_marks_section_pos[0]
class Spawner:
active = True # Whether the spawner is active
frequency = 500 # Number of ticks between spawns
tick_counter = 0 # Counter for ticks
def __init__(self, barrier_image_path):
self.barrier_image_path = barrier_image_path # Path to the barrier image
def handle(self):
if self.active:
self.tick_counter += 1 # Increment tick counter
if self.tick_counter >= self.frequency: # Check if it's time to spawn
self.spawn()
self.tick_counter = 0 # Reset tick counter
def spawn(self):
random_y = random.randint(0, HEIGHT - 100) # Random Y position for the barrier
new_barrier = Barrier(self.barrier_image_path, WIDTH, random_y) # Create a new barrier
return new_barrier
+43 -34
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@@ -4,63 +4,72 @@ from gameobjects import *
pygame.init()
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("NIC_Project")
screen = pygame.display.set_mode((WIDTH, HEIGHT)) # Initialize the screen
pygame.display.set_caption("NIC_Project") # Set window title
WHITE = (255, 255, 255)
WHITE = (255, 255, 255) # Define white color
UI = UI()
grass = Background("images/grass.jpg", 0, 0)
horse1 = Horse("images/horse.png", 50, 50)
barrier1 = Barrier("images/barrier.png", 400, 300)
UI = UI() # Initialize UI
grass = Background("images/grass.jpg", 0, 0) # Create background
horse1 = Horse("images/horse.png", 50, 50) # Create a horse
barrier1 = Barrier("images/barrier.png", 400, 300) # Create a barrier
BARRIER_SPEED = 1
BARRIER_SPEED = 1 # Speed of the barriers
grass.set_size(WIDTH, HEIGHT)
grass.set_size(WIDTH, HEIGHT) # Set background size
gameobjects = [grass, horse1, barrier1]
horses = [Horse("images/horse.png", 50, 50) for i in range(5)]
barriers = [barrier1]
gameobjects = [] # List of all game objects
horses = [Horse("images/horse.png", 50, 50 * i) for i in range(50)] # Create 50 horses
barriers = [barrier1] # List of barriers
UI.add_children(horses)
gameobjects.extend([grass]) # Add background to game objects
gameobjects.extend(horses) # Add horses to game objects
gameobjects.extend(barriers) # Add barriers to game objects
spawner = Spawner("images/barrier.png") # Initialize spawner
UI.add_children(horses) # Add horses to UI
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
if event.type == pygame.QUIT: # Handle window close event
pygame.quit()
sys.exit()
keys = pygame.key.get_pressed()
keys = pygame.key.get_pressed() # Get pressed keys
for horse in horses:
if horse.stopped == False:
if keys[pygame.K_UP]:
if horse.stopped == False: # If the horse is not stopped
if keys[pygame.K_UP]: # Move horse up if UP key is pressed
horse.up()
elif keys[pygame.K_DOWN]:
elif keys[pygame.K_DOWN]: # Move horse down if DOWN key is pressed
horse.down()
else:
horse.stay()
horse.stay() # Stop vertical movement if no key is pressed
else:
horse.move(-BARRIER_SPEED, 0)
horse.move(-BARRIER_SPEED, 0) # Move stopped horse to the left
horse.apply_vacceleration()
horse.apply_vspeed()
horse.draw(screen)
horse.apply_vacceleration() # Apply acceleration to horse
horse.apply_vspeed() # Apply speed to horse
horse.draw(screen) # Draw the horse
spawner.handle() # Handle spawner logic
if spawner.tick_counter == 0: # If a new barrier is spawned
new_barrier = spawner.spawn() # Spawn a new barrier
barriers.append(new_barrier) # Add barrier to barriers list
gameobjects.append(new_barrier) # Add barrier to game objects
for barrier in barriers:
barrier.move(-BARRIER_SPEED, 0)
barrier.move(-BARRIER_SPEED, 0) # Move barriers to the left
# Checking collisions between horses and barriers
for horse in horses:
if horse.stopped == False:
if horse.stopped == False: # Check for collisions between horses and barriers
for barrier in barriers:
if horse.rect.colliderect(barrier.rect):
horse.stop()
if horse.rect.colliderect(barrier.rect): # If collision detected
horse.stop() # Stop the horse
for object in gameobjects:
object.draw(screen)
UI.draw_marks(screen)
object.draw(screen) # Draw all game objects
UI.draw_marks(screen) # Draw UI marks
pygame.display.flip()
pygame.time.Clock().tick(60)
pygame.display.flip() # Update the display
pygame.time.Clock().tick(160) # Limit the frame rate to 160 FPS