Add collision and horse stopping on collision. Start implementing flags functionality
This commit is contained in:
+97
-65
@@ -1,65 +1,97 @@
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import pygame
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class GameObject:
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x = 0
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y = 0
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def __init__(self, image_path, x=0, y=0):
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self.image = pygame.image.load(image_path)
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self.rect = self.image.get_rect(topleft=(x,y))
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self.set_position(x, y)
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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def set_position(self, x, y): # TODO: FIX CENTERING
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self.rect.x = x
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self.rect.y = y
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self.x = x
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self.y = y
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def move(self, dx, dy):
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self.set_position(self.rect.x + dx, self.rect.y + dy)
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def set_size(self, width, height):
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self.image = pygame.transform.scale(self.image, (width,height))
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self.rect = self.image.get_rect(topleft=(self.x,self.y))
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def scale_by(self, scale):
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self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale))
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self.rect = self.image.get_rect(topleft=(self.x,self.y))
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def get_position(self):
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return (self.x, self.y)
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class Horse(GameObject):
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default_vacceleration = 1
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vspeed = 0
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vacceleration = 0
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def __init__(self, image_path, x, y):
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self.vspeed = 0
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self.vacceleration = 0
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super().__init__(image_path, x, y)
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def apply_vspeed(self):
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pos = self.get_position()
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self.set_position(pos[0], pos[1] + self.vspeed)
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def apply_vacceleration(self):
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self.vspeed += self.vacceleration
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def set_vspeed(self, speed):
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self.vspeed = speed
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def add_vspeed(self, delta):
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self.vspeed += delta
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def set_vacceleration(self, vacceleration):
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self.vacceleration = vacceleration
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def up(self):
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self.set_vacceleration(-self.default_vacceleration)
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def down(self):
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self.set_vacceleration(self.default_vacceleration)
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def stay(self):
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self.set_vacceleration(0)
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class Background(GameObject):
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def __init__(self, image_path, x, y):
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super().__init__(image_path, x, y)
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class Barrier(GameObject):
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def __init__(self, image_path, x, y):
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super().__init__(image_path, x, y)
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import pygame
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import random
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class GameObject:
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x = 0
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y = 0
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def __init__(self, image_path, x=0, y=0):
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self.image = pygame.image.load(image_path)
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self.rect = self.image.get_rect(topleft=(x,y))
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self.set_position(x, y)
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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def set_position(self, x, y): # TODO: FIX CENTERING
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self.rect.x = x
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self.rect.y = y
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self.x = x
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self.y = y
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def move(self, dx, dy):
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self.set_position(self.rect.x + dx, self.rect.y + dy)
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def set_size(self, width, height):
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self.image = pygame.transform.scale(self.image, (width,height))
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self.rect = self.image.get_rect(topleft=(self.x,self.y))
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def scale_by(self, scale):
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self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale))
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self.rect = self.image.get_rect(topleft=(self.x,self.y))
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def get_position(self):
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return (self.x, self.y)
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class Horse(GameObject):
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default_vacceleration = 0.5
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vspeed = 0
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vacceleration = 0
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stopped = False
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color = ()
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def __init__(self, image_path, x, y):
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self.vspeed = 0
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self.vacceleration = 0
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self.stopped = False
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self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
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super().__init__(image_path, x, y)
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self.set_size(75, 75)
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def apply_vspeed(self):
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pos = self.get_position()
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self.set_position(pos[0], pos[1] + self.vspeed)
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def apply_vacceleration(self):
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self.vspeed += self.vacceleration
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def set_vspeed(self, speed):
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self.vspeed = speed
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def add_vspeed(self, delta):
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self.vspeed += delta
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def set_vacceleration(self, vacceleration):
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self.vacceleration = vacceleration
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def up(self):
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self.set_vacceleration(-self.default_vacceleration)
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def down(self):
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self.set_vacceleration(self.default_vacceleration)
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def stay(self):
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self.set_vacceleration(0)
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def stop(self):
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self.stopped = True
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self.set_vacceleration(0)
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self.set_vspeed(0)
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class Background(GameObject):
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def __init__(self, image_path, x, y):
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super().__init__(image_path, x, y)
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class Barrier(GameObject):
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def __init__(self, image_path, x, y):
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super().__init__(image_path, x, y)
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class UI:
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children = []
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horizontal_offset = 25
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mark_size = 5
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def __init__(self):
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self.children = []
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def add_children(self, children):
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new_children = [child for child in children if child not in self.children]
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self.children.extend(new_children)
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def draw_marks(self, screen):
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x0 = 50
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y0 = 300
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for child in self.children:
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if isinstance(child, Horse):
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x0 += self.horizontal_offset
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x1 = x0 + self.mark_size
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y1 = y0 - self.mark_size
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pygame.draw.rect(screen, child.color, (x0, y0, x1, y1))
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