136 lines
6.3 KiB
Python
136 lines
6.3 KiB
Python
import pygame
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import random
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WIDTH, HEIGHT = 800, 600
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class GameObject:
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x = 0
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y = 0
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def __init__(self, image_path, x=0, y=0):
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self.image = pygame.image.load(image_path) # Load the image
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self.rect = self.image.get_rect(topleft=(x,y)) # Set the rectangle for the image
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self.set_position(x, y) # Set initial position
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def draw(self, surface):
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surface.blit(self.image, self.rect) # Draw the image on the surface
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def set_position(self, x, y):
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self.rect.x = x # Update rectangle position
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self.rect.y = y
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self.x = x # Update object position
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self.y = y
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def move(self, dx, dy):
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self.set_position(self.rect.x + dx, self.rect.y + dy) # Move object by dx and dy
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def set_size(self, width, height):
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self.image = pygame.transform.scale(self.image, (width,height)) # Resize the image
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self.rect = self.image.get_rect(topleft=(self.x,self.y)) # Update rectangle size
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def scale_by(self, scale):
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self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale)) # Scale the image
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self.rect = self.image.get_rect(topleft=(self.x,self.y)) # Update rectangle size
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def get_position(self):
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return (self.x, self.y) # Return current position
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class Horse(GameObject):
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default_vacceleration = 0.5 # Default acceleration value
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vspeed = 0 # Vertical speed
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vacceleration = 0 # Vertical acceleration
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stopped = False # Whether the horse is stopped
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color = () # Color of the horse's mark
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def __init__(self, image_path, x, y):
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self.vspeed = 0
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self.vacceleration = 0
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self.stopped = False
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self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)) # Random color for the mark
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super().__init__(image_path, x, y)
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self.set_size(75, 75) # Set the size of the horse
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def apply_vspeed(self):
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pos = self.get_position()
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self.set_position(pos[0], pos[1] + self.vspeed) # Apply vertical speed to position
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def apply_vacceleration(self):
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self.vspeed += self.vacceleration # Apply acceleration to speed
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def set_vspeed(self, speed):
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self.vspeed = speed # Set vertical speed
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def add_vspeed(self, delta):
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self.vspeed += delta # Add to vertical speed
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def set_vacceleration(self, vacceleration):
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self.vacceleration = vacceleration # Set vertical acceleration
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def up(self):
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self.set_vacceleration(-self.default_vacceleration) # Move up
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def down(self):
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self.set_vacceleration(self.default_vacceleration) # Move down
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def stay(self):
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self.set_vacceleration(0) # Stop vertical movement
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def stop(self):
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self.stopped = True # Stop the horse
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self.set_vacceleration(0)
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self.set_vspeed(0)
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def draw(self, surface):
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surface.blit(self.image, self.rect) # Draw the horse
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pygame.draw.rect(surface, self.color, (self.x + 40, self.y + 20, 25, 25)) # Draw the horse's mark
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class Background(GameObject):
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def __init__(self, image_path, x, y):
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super().__init__(image_path, x, y) # Initialize background
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class Barrier(GameObject):
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def __init__(self, image_path, x, y):
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super().__init__(image_path, x, y) # Initialize barrier
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class UI:
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children = [] # List of child objects
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horizontal_offset = 25 # Horizontal spacing between marks
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vertical_offset = -25 # Vertical spacing between marks
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mark_size = 25 # Size of the marks
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def __init__(self):
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self.children = [] # Initialize children list
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def add_children(self, children):
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new_children = [child for child in children if child not in self.children] # Add new children
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self.children.extend(new_children)
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def draw_marks(self, screen):
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active_marks = [] # List of active horses
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unactive_marks = [] # List of inactive horses
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for i in range(len(self.children)):
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if isinstance(self.children[i], Horse):
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if (self.children[i].stopped == False):
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active_marks.append(self.children[i]) # Add active horses
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else:
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unactive_marks.append(self.children[i]) # Add inactive horses
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width = 10 # Number of marks per row
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active_marks_section_pos = (0 - self.mark_size, 600 - self.mark_size) # Starting position for active marks
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xa = active_marks_section_pos[0]
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ya = active_marks_section_pos[1]
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for i in range(len(active_marks)):
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xa += self.horizontal_offset
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pygame.draw.rect(screen, self.children[i].color, (xa, ya, self.mark_size, self.mark_size)) # Draw active marks
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if xa >= width * (self.mark_size - 3): # Move to the next row if the row is full
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ya += self.vertical_offset
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xa = active_marks_section_pos[0]
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unactive_marks_section_pos = (800, 600 - self.mark_size) # Starting position for inactive marks
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xu = unactive_marks_section_pos[0]
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yu = unactive_marks_section_pos[1]
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for i in range(len(unactive_marks)):
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xu -= self.horizontal_offset
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pygame.draw.rect(screen, unactive_marks[i].color, (xu, yu, self.mark_size, self.mark_size)) # Draw inactive marks
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if 800 - xu >= width * self.mark_size: # Move to the next row if the row is full
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yu += self.vertical_offset
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xu = unactive_marks_section_pos[0]
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class Spawner:
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active = True # Whether the spawner is active
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frequency = 500 # Number of ticks between spawns
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tick_counter = 0 # Counter for ticks
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def __init__(self, barrier_image_path):
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self.barrier_image_path = barrier_image_path # Path to the barrier image
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def handle(self):
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if self.active:
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self.tick_counter += 1 # Increment tick counter
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if self.tick_counter >= self.frequency: # Check if it's time to spawn
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self.spawn()
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self.tick_counter = 0 # Reset tick counter
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def spawn(self):
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random_y = random.randint(0, HEIGHT - 100) # Random Y position for the barrier
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new_barrier = Barrier(self.barrier_image_path, WIDTH, random_y) # Create a new barrier
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return new_barrier |