Files
NIC_Project/gameobjects.py
T

193 lines
8.5 KiB
Python

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 = 0.2 # 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
if self.vacceleration == 0:
self.fitness -= 0.9
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 = [horse for horse in self.horses if not horse.stopped]
unactive_marks = [horse for horse in self.horses if horse.stopped]
width = 10 # Number of marks per row
# Отрисовка активных меток
xa = 0 # Horizontal position for active marks
ya = HEIGHT + HUD_HEIGHT - self.mark_size # Vertical position for active marks
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 # Move to the next position
# Move to the next row if the row is full
if (i + 1) % width == 0: # Check if the next mark would be on a new row
ya += self.vertical_offset
xa = 0 # Reset horizontal position for the new row
# Отрисовка неактивных меток
xu = WIDTH - self.mark_size # Horizontal position for inactive marks
yu = HEIGHT + HUD_HEIGHT - self.mark_size # Vertical position for inactive marks
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 # Move to the next position
# Move to the next row if the row is full
if (i + 1) % width == 0: # Check if the next mark would be on a new row
yu += self.vertical_offset
xu = WIDTH - self.mark_size # Reset horizontal position for the new row
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