-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathitems.py
193 lines (170 loc) · 6.17 KB
/
items.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
import pygame
import random
import numpy as np
import config as cfg
from subfunctions import do_points_intersect, get_random_position
class item_class:
def __init__(self, id, screen=None):
self.screen = screen
self.screen_width = cfg.screen_width
self.screen_height = cfg.screen_height
self.radius = cfg.item_size
self.id = id
self.item_letter = cfg.item_letters[self.id - 5]
if self.id <= 6:
self.color = cfg.green
elif 6 < self.id <= 10:
self.color = cfg.red
self.position = self.get_position()
self.item = self.init_item()
self.item_x = np.arange(
int(round(self.position[0], 0)) - int(self.radius),
int(round(self.position[0], 0)) + int(self.radius + 1),
)
self.item_y = np.arange(
int(round(self.position[1], 0)) - int(self.radius),
int(round(self.position[1], 0)) + int(self.radius + 1),
)
# self.it_pos = np.column_stack((self.item_x, self.item_y))
def get_position(self):
x = random.randint(20, cfg.screen_width - cfg.score_section_width - 20)
y = random.randint(20, cfg.screen_height - 20)
position = (x, y)
return position
# Function to initialize the wanted item
def init_item(self):
item = {
"id": self.id,
"color": self.color,
"timer": 0,
"alive": False,
"pos": self.position,
}
return item
# Function to render the intem
def render(self, game_state):
# Update game state
game_state[self.item_x, self.item_y] = np.where(
game_state[self.item_x, self.item_y] == 0,
self.id,
game_state[self.item_x, self.item_y],
)
pygame.draw.circle(self.screen, self.color, self.position, self.radius)
# Render the letter surface
letter_surface = cfg.font.render(self.item_letter, True, cfg.white)
letter_rect = letter_surface.get_rect(center=self.position)
# Draw the letter inside the item
self.screen.blit(letter_surface, letter_rect)
self.item["alive"] = True
return game_state
def render_sim(self, game_state):
# Update game state
game_state[self.item_x, self.item_y] = np.where(
game_state[self.item_x, self.item_y] == 0,
self.id,
game_state[self.item_x, self.item_y],
)
self.item["alive"] = True
return game_state
def unrender(self, game_state):
pygame.draw.circle(self.screen, cfg.black, self.position, self.radius)
game_state[self.item_x, self.item_y] = np.where(
game_state[self.item_x, self.item_y] == self.id,
0,
game_state[self.item_x, self.item_y],
)
self.item["alive"] = False
return game_state
def unrender_sim(self, game_state):
game_state[self.item_x, self.item_y] = np.where(
game_state[self.item_x, self.item_y] == self.id,
0,
game_state[self.item_x, self.item_y],
)
self.item["alive"] = False
return game_state
def power_up(item, player, players):
id = item["id"]
for play in players:
if id <= 6:
if play["id"] == player["id"]:
play["items"].append(item)
play["item_timer"].append(cfg.item_time)
if id == 5:
play["speed"] *= 2 / 3
elif id == 6:
play["speed"] *= 3 / 2
elif 6 < id <= 8:
if play["id"] is not player["id"]:
play["items"].append(item)
play["item_timer"].append(cfg.item_time)
if id == 7:
play["speed"] *= 2 / 3
elif id == 8:
play["speed"] *= 3 / 2
elif id == 9:
if play["id"] is not player["id"]:
play["items"].append(item)
play["item_timer"].append(cfg.item_time)
left = play["left"]
right = play["right"]
play["left"] = right
play["right"] = left
elif id == 10:
if play["id"] is not player["id"]:
play["items"].append(item)
play["item_timer"].append(cfg.item_time)
play["del_angle"] += 5
if play["del_angle"] >= 22:
play["del_angle"] = 22
return players
def power_down(item, item_timer, player):
id = item["id"]
player["items"].remove(item)
player["item_timer"].remove(item_timer)
if id == 6 or id == 8:
player["speed"] *= 2 / 3
elif id == 5 or id == 7:
player["speed"] *= 3 / 2
elif id == 9:
left = player["left"]
right = player["right"]
player["left"] = right
player["right"] = left
elif id == 10:
player["del_angle"] -= 5
if player["del_angle"] <= 2:
player["del_angle"] = 2
return player
# Function to render items
def render_items(items, game_state, screen=None):
# Randomly choose one item
item_id = random.randint(5, cfg.num_items + 5)
item_c = item_class(item_id, screen)
if screen:
game_state = item_c.render(game_state)
else:
game_state = item_c.render_sim(game_state)
items.append(item_c)
return items, game_state
def item_collision(player, players, item, items, game_state):
# Check for collisions
collision = do_points_intersect(
player["pos"], item.item["pos"], radius=cfg.player_size + cfg.item_size
)
# Update players, items, game_state
if collision:
players = power_up(item.item, player, players)
if not player["ai"]:
game_state = item.unrender(game_state)
else:
game_state = item.unrender_sim(game_state)
items.remove(item)
return players, items, game_state
def check_for_item_collision(players, items, game_state):
for player in players:
for item in items:
players, items, game_state = item_collision(
player, players, item, items, game_state
)
return players, items, game_state