import pygame import random WIDTH, HEIGHT = 800, 600 HUD_HEIGHT = 150 class GameObject: 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) # 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 self.offset = offset def draw(self, surface): surface.blit(self.image, self.rect) # Draw the image on the surface if len(self.children) == 0: return for child in self.children: child.draw(surface) def set_position(self, x, y): self.rect.x = x # Update rectangle position self.rect.y = y self.x = x # Update object position self.y = y if len(self.children) == 0: return for child in self.children: child.set_position(x + child.offset[0], y + child.offset[1]) def move(self, dx, dy): self.set_position(self.rect.x + dx, self.rect.y + dy) # Move object by dx and dy if len(self.children) == 0: return for child in self.children: self.set_position(self.rect.x + dx, self.rect.y + dy) def set_size(self, width, height): 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)) # 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 current position def set_children(self, child): self.children.append(child) def recolor(self, color): #Method to recolor self.image.fill(color, special_flags=pygame.BLEND_MULT) self.image.set_colorkey(None) # Explicitly disable colorkey class Horse(GameObject): 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 ribbon_fill = None ribbon_out = None def __init__(self, image_path, x, y): super().__init__(image_path, x, y) self.images = [] self.images.append(pygame.image.load("images/Horse_1.png")) self.images.append(pygame.image.load("images/Horse_2.png")) self.images.append(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 self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)) # Random color for the mark 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) # 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) # Apply vertical speed to position def apply_vacceleration(self): self.vspeed += self.vacceleration # Apply acceleration to speed def set_vspeed(self, speed): self.vspeed = speed # Set vertical speed def add_vspeed(self, delta): self.vspeed += delta # Add to vertical speed def set_vacceleration(self, vacceleration): self.vacceleration = vacceleration # Set vertical acceleration def up(self): self.set_vacceleration(-self.default_vacceleration) # Move up def down(self): self.set_vacceleration(self.default_vacceleration) # Move down def stay(self): self.set_vacceleration(0) # Stop vertical movement def stop(self): self.stopped = True # Stop the horse self.set_vacceleration(0) self.set_vspeed(0) def draw(self, surface): super().draw(surface) # Draw the horse #pygame.draw.rect(surface, self.color, (self.x + 40, self.y + 20, 25, 25)) # Draw the horse's mark def update_animation(self): 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): if self.stopped == False: self.fitness += 1 class Background(GameObject): def __init__(self, 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) # Initialize barrier self.scale_by(5) class UI: iteration_num = 0 horses = [] # 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, hud_image_path, x=0, y=HEIGHT): self.horses = [] # Initialize children list 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): new_horses = [child for child in children if child not in self.horses] # Add new children self.horses.extend(new_horses) def draw_marks(self, screen): active_marks = [] # List of active horses unactive_marks = [] # List of inactive horses for i in range(len(self.horses)): if isinstance(self.horses[i], Horse): if (self.horses[i].stopped == False): active_marks.append(self.horses[i]) # Add active horses else: unactive_marks.append(self.horses[i]) # Add inactive horses width = 10 # Number of marks per row active_marks_section_pos = (0 - self.mark_size, HEIGHT + HUD_HEIGHT - 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.horses[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 = (WIDTH, HEIGHT + HUD_HEIGHT - 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 WIDTH - 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] def draw(self, surface): surface.blit(self.hud_image, self.hud_rect) class Spawner: active = True # Whether the spawner is active delay = 500 # Number of ticks between spawns tick_counter = 0 # Counter for ticks def __init__(self, barrier_image_path, delay): self.barrier_image_path = barrier_image_path # Path to the barrier image self.delay = delay def handle(self): if self.active: self.tick_counter += 1 # Increment tick counter if self.tick_counter >= self.delay: # 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