Files

235 lines
7.7 KiB
Python

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))