import pygame import random WIDTH, HEIGHT = 800, 600 HUD_HEIGHT = 150 BARRIER_SEED = 20 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) self.rect = self.image.get_rect(topleft=(x, y)) self.set_position(x, y) self.offset = offset def draw(self, surface): surface.blit(self.image, self.rect) if len(self.children) == 0: return for child in self.children: child.draw(surface) def set_position(self, x, y): self.rect.x = x self.rect.y = y self.x = x 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) 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)) self.rect = self.image.get_rect(topleft=(self.x, self.y)) 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)) def get_position(self): return (self.x, self.y) def set_children(self, child): self.children.append(child) def recolor(self, color): self.image.fill(color, special_flags=pygame.BLEND_MULT) self.image.set_colorkey(None) class Horse(GameObject): default_vacceleration = 0.2 vspeed = 0 vacceleration = 0 stopped = False color = () 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)) 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): pos = self.get_position() self.set_position(pos[0], pos[1] + self.vspeed) def apply_vacceleration(self): 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): self.set_vacceleration(-self.default_vacceleration) def down(self): self.set_vacceleration(self.default_vacceleration) def stay(self): self.set_vacceleration(0) def stop(self): self.stopped = True self.set_vacceleration(0) self.set_vspeed(0) def draw(self, surface): super().draw(surface) 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 if self.vspeed == 0: self.fitness -= 0.9 class Background(GameObject): def __init__(self, image_path, x, y): super().__init__(image_path, x, y) class Barrier(GameObject): def __init__(self, image_path, x, y): super().__init__(image_path, x, y) self.scale_by(5) class UI: 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): new_horses = [child for child in children if child not in self.horses] self.horses.extend(new_horses) def draw_marks(self, screen): active_marks = [horse for horse in self.horses if not horse.stopped] unactive_marks = [horse for horse in self.horses if horse.stopped] width = 10 xa = 0 ya = HEIGHT + HUD_HEIGHT - self.mark_size for i, horse in enumerate(active_marks): pygame.draw.rect(screen, horse.color, (xa, ya, self.mark_size, self.mark_size)) xa += self.horizontal_offset if (i + 1) % width == 0: ya += self.vertical_offset xa = 0 xu = WIDTH - self.mark_size yu = HEIGHT + HUD_HEIGHT - self.mark_size for i, horse in enumerate(unactive_marks): pygame.draw.rect(screen, horse.color, (xu, yu, self.mark_size, self.mark_size)) xu -= self.horizontal_offset if (i + 1) % width == 0: yu += self.vertical_offset xu = WIDTH - self.mark_size def draw(self, surface): surface.blit(self.hud_image, self.hud_rect) class Spawner: 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): if self.active: self.tick_counter += 1 if self.tick_counter >= self.delay: self.spawn() self.tick_counter = 0 def spawn(self): random_y = random.randint(0, HEIGHT - 100) new_barrier = Barrier(self.barrier_image_path, WIDTH, random_y) return new_barrier