import pygame import random WIDTH, HEIGHT = 800, 600 HUD_HEIGHT = 150 BARRIER_SEED = 20 class GameObject: """ Base class for all game objects. Handles image loading, positioning, drawing, and child objects. """ x = 0 y = 0 def __init__(self, image_path, x=0, y=0, offset=(0, 0)): self.children = [] self.image = pygame.image.load(image_path) self.rect = self.image.get_rect(topleft=(x, y)) self.set_position(x, y) self.offset = offset def draw(self, surface): # Draw self and all children recursively surface.blit(self.image, self.rect) if not self.children: return for child in self.children: child.draw(surface) def set_position(self, x, y): # Set position and update children positions with offsets self.rect.x = x self.rect.y = y self.x = x self.y = y if not self.children: return for child in self.children: child.set_position(x + child.offset[0], y + child.offset[1]) def move(self, dx, dy): # Move object by delta and update children accordingly self.set_position(self.rect.x + dx, self.rect.y + dy) if not self.children: return for child in self.children: self.set_position(self.rect.x + dx, self.rect.y + dy) def set_size(self, width, height): # Resize image and update rect self.image = pygame.transform.scale(self.image, (width, height)) self.rect = self.image.get_rect(topleft=(self.x, self.y)) def scale_by(self, scale): # Scale image by a factor new_size = (self.image.get_width() * scale, self.image.get_height() * scale) self.image = pygame.transform.scale(self.image, new_size) self.rect = self.image.get_rect(topleft=(self.x, self.y)) def get_position(self): return (self.x, self.y) def set_children(self, child): # Add a child GameObject self.children.append(child) def recolor(self, color): # Apply color tint to image self.image.fill(color, special_flags=pygame.BLEND_MULT) self.image.set_colorkey(None) class Horse(GameObject): """ Represents a horse character with vertical movement, animation, and fitness tracking. Supports acceleration, speed, and stopping. """ default_vacceleration = 0.2 def __init__(self, image_path, x, y): super().__init__(image_path, x, y) # Load animation frames self.images = [ pygame.image.load("images/Horse_1.png"), pygame.image.load("images/Horse_2.png"), pygame.image.load("images/Horse_3.png") ] self.animation_speed = 25 self.frame_counter = 0 self.current_frame = 0 self.vspeed = 0 self.vacceleration = 0 self.stopped = False self.fitness = 0 # Assign random color for ribbons self.color = (random.randint(0,255), random.randint(0,255), random.randint(0,255)) self.ribbon_fill = GameObject("images/Ribbon_fill.png", self.x, self.y, (16, -1)) self.ribbon_fill.recolor(self.color) self.ribbon_out = GameObject("images/Ribbon_out.png", self.x, self.y, (14, -2)) self.set_children(self.ribbon_fill) self.set_children(self.ribbon_out) def apply_vspeed(self): # Move vertically by current speed self.set_position(self.x, self.y + self.vspeed) def apply_vacceleration(self): # Update speed by acceleration self.vspeed += self.vacceleration def set_vspeed(self, speed): self.vspeed = speed def add_vspeed(self, delta): self.vspeed += delta def set_vacceleration(self, vacceleration): self.vacceleration = vacceleration def up(self): # Accelerate upward self.set_vacceleration(-self.default_vacceleration) def down(self): # Accelerate downward self.set_vacceleration(self.default_vacceleration) def stay(self): # No vertical acceleration self.set_vacceleration(0) def stop(self): # Stop all movement self.stopped = True self.set_vacceleration(0) self.set_vspeed(0) def update_animation(self): # Animate horse by cycling frames self.frame_counter += 1 if self.frame_counter >= self.animation_speed: self.frame_counter = 0 self.current_frame = (self.current_frame + 1) % len(self.images) self.image = self.images[self.current_frame] def count_fitness(self): # Increase fitness if moving; penalize if speed zero if not self.stopped: self.fitness += 1 if self.vspeed == 0: self.fitness -= 0.9 class Background(GameObject): """ Background image for the game scene. """ def __init__(self, image_path, x, y): super().__init__(image_path, x, y) class Barrier(GameObject): """ Obstacles that move horizontally and interact with horses. """ def __init__(self, image_path, x, y): super().__init__(image_path, x, y) self.scale_by(5) # Make barrier larger for visibility class UI: """ Handles HUD display and horse status markers. """ iteration_num = 0 horses = [] horizontal_offset = 25 vertical_offset = -25 mark_size = 25 def __init__(self, hud_image_path, x=0, y=HEIGHT): self.horses = [] self.hud_image = pygame.image.load(hud_image_path) self.hud_rect = self.hud_image.get_rect(topleft=(x, y)) def add_horses(self, children): # Add horses to UI tracking list self.horses.extend([child for child in children if child not in self.horses]) def draw_marks(self, screen): # Draw colored squares representing active and stopped horses active = [h for h in self.horses if not h.stopped] inactive = [h for h in self.horses if h.stopped] xa, ya = 0, HEIGHT + HUD_HEIGHT - self.mark_size for i, horse in enumerate(active): pygame.draw.rect(screen, horse.color, (xa, ya, self.mark_size, self.mark_size)) xa += self.horizontal_offset if (i+1) % 10 == 0: ya += self.vertical_offset xa = 0 xu, yu = WIDTH - self.mark_size, HEIGHT + HUD_HEIGHT - self.mark_size for i, horse in enumerate(inactive): pygame.draw.rect(screen, horse.color, (xu, yu, self.mark_size, self.mark_size)) xu -= self.horizontal_offset if (i+1) % 10 == 0: yu += self.vertical_offset xu = WIDTH - self.mark_size def draw(self, surface): # Draw HUD image surface.blit(self.hud_image, self.hud_rect) class Spawner: """ Spawns barriers at intervals to challenge horses. """ active = True delay = 500 tick_counter = 0 def __init__(self, barrier_image_path, delay): self.barrier_image_path = barrier_image_path self.delay = delay def handle(self): # Increment tick counter and spawn barrier when delay reached if self.active: self.tick_counter += 1 if self.tick_counter >= self.delay: self.spawn() self.tick_counter = 0 def spawn(self): # Create a new barrier at a random vertical position on the right edge return Barrier(self.barrier_image_path, WIDTH, random.randint(0, HEIGHT - 100))