Files
NIC_Project/gameobjects.py
T

162 lines
7.4 KiB
Python

import pygame
import random
WIDTH, HEIGHT = 800, 600
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.vspeed = 0
self.vacceleration = 0
self.stopped = False
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, (-13, -26))
self.ribbon_fill.recolor(self.color)
self.ribbon_out = GameObject("images/Ribbon_out.png", self.x, self.y, (-13, -26))
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
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
class UI:
children = [] # 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):
self.children = [] # Initialize children list
def add_children(self, children):
new_children = [child for child in children if child not in self.children] # Add new children
self.children.extend(new_children)
def draw_marks(self, screen):
active_marks = [] # List of active horses
unactive_marks = [] # List of inactive horses
for i in range(len(self.children)):
if isinstance(self.children[i], Horse):
if (self.children[i].stopped == False):
active_marks.append(self.children[i]) # Add active horses
else:
unactive_marks.append(self.children[i]) # Add inactive horses
width = 10 # Number of marks per row
active_marks_section_pos = (0 - self.mark_size, 600 - 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.children[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 = (800, 600 - 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 800 - 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]
class Spawner:
active = True # Whether the spawner is active
frequency = 500 # Number of ticks between spawns
tick_counter = 0 # Counter for ticks
def __init__(self, barrier_image_path):
self.barrier_image_path = barrier_image_path # Path to the barrier image
def handle(self):
if self.active:
self.tick_counter += 1 # Increment tick counter
if self.tick_counter >= self.frequency: # 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