Path finding
2
main.py
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@ -7,6 +7,7 @@ from raycasting import *
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from object_renderer import *
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#from sprite_object import *
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from object_handler import *
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from pathfinding import *
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class Game:
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def __init__(self):
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@ -25,6 +26,7 @@ class Game:
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#self.static_sprites = SpriteObject(self)
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#self.animated_sprites = AnimatedSprite(self)
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self.object_handler = ObjectHandler(self)
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self.pathfinding = PathFinding(self)
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def update(self):
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self.player.update()
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144
npc.py
Normal file
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@ -0,0 +1,144 @@
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from sprite_object import *
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from random import randint, random, choice
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class NPC(AnimatedSprite):
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def __init__(self, game, path='resources/sprites/npc/soldier/0.png', pos=(10.5, 5.5),
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scale=0.6, shift=0.38, animation_time=180):
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super().__init__(game, path, pos, scale, shift, animation_time)
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self.attack_images = self.get_images(self.path + '/attack')
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self.death_images = self.get_images(self.path + '/death')
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self.idle_images = self.get_images(self.path + '/idle')
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self.pain_images = self.get_images(self.path + '/pain')
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self.walk_images = self.get_images(self.path + '/walk')
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self.attack_dist = randint(3, 6)
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self.speed = 0.02
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self.size = 10
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self.health = 100
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self.attack_damage = 10
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self.accuracy = 0.15
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self.alive = True
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self.pain = False
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self.ray_cast_value = False
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self.player_search_trigger = False
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def update(self):
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self.check_animation_time()
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self.get_sprite()
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self.run_logic()
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if DEBUG_MODE:
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self.draw_ray_cast()
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def check_wall(self, x, y):
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return (x, y) not in self.game.map.world_map
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def check_collision(self, dx, dy):
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if self.check_wall(int(self.x + dx * self.size), int(self.y)):
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self.x += dx
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if self.check_wall(int(self.x), int(self.y + dy * self.size)):
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self.y += dy
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def movement(self):
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next_pos = self.game.pathfinding.get_path(self.map_pos, self.game.player.map_pos)
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next_x, next_y = next_pos
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if DEBUG_MODE:
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pg.draw.rect(self.game.screen, 'blue', (100 * next_x, 100 * next_y, 100, 100))
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if next_pos not in self.game.object_handler.npc_positions:
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angle = math.atan2(next_y + 0.5 - self.y, next_x + 0.5 - self.x)
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dx = math.cos(angle) * self.speed
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dy = math.sin(angle) * self.speed
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self.check_collision(dx, dy)
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def attack(self):
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if self.animation_trigger:
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pass
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def run_logic(self):
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if self.alive:
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self.ray_cast_value = self.ray_cast_player_npc()
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self.animate(self.idle_images)
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if self.ray_cast_value:
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self.player_search_trigger = True
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if self.dist < self.attack_dist:
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self.animate(self.attack_images)
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self.attack()
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else:
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self.animate(self.walk_images)
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self.movement()
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elif self.player_search_trigger:
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self.animate(self.walk_images)
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self.movement()
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@property
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def map_pos(self):
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return int(self.x), int(self.y)
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def ray_cast_player_npc(self):
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if self.game.player.map_pos == self.map_pos:
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return True
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wall_dist_v, wall_dist_h = 0, 0
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player_dist_v, player_dist_h = 0, 0
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ox, oy = self.game.player.pos
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x_map, y_map = self.game.player.map_pos
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ray_angle = self.theta
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sin_a = math.sin(ray_angle)
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cos_a = math.cos(ray_angle)
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# horizontal
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y_horz, dy = (y_map + 1, 1) if sin_a > 0 else (y_map - 1e-6, -1)
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depth_horz = (y_horz - oy) / sin_a
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x_horz = ox + depth_horz * cos_a
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delta_depth = dy / sin_a
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dx = delta_depth * cos_a
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for i in range(MAX_DEPTH):
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tile_horz = int(x_horz), int(y_horz)
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if tile_horz == self.map_pos:
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player_dist_h = depth_horz
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break
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if tile_horz in self.game.map.world_map:
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wall_dist_h = depth_horz
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break
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x_horz += dx
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y_horz += dy
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depth_horz += delta_depth
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# verticals
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x_vert, dx = (x_map + 1, 1) if cos_a > 0 else (x_map - 1e-6, -1)
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depth_vert = (x_vert - ox) / cos_a
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y_vert = oy + depth_vert * sin_a
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delta_depth = dx / cos_a
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dy = delta_depth * sin_a
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for i in range(MAX_DEPTH):
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tile_vert = int(x_vert), int(y_vert)
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if tile_vert == self.map_pos:
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player_dist_v = depth_vert
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break
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if tile_vert in self.game.map.world_map:
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wall_dist_v = depth_vert
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break
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x_vert += dx
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y_vert += dy
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depth_vert += delta_depth
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player_dist = max(player_dist_v, player_dist_h)
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wall_dist = max(wall_dist_v, wall_dist_h)
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if 0 < player_dist < wall_dist or not wall_dist:
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return True
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return False
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def draw_ray_cast(self):
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pg.draw.circle(self.game.screen, 'red', (100 * self.x, 100 * self.y), 15)
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if self.ray_cast_player_npc():
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pg.draw.line(self.game.screen, 'orange', (100 * self.game.player.x, 100 * self.game.player.y),
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(100 * self.x, 100 * self.y), 2)
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@ -1,4 +1,5 @@
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from sprite_object import *
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from npc import *
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class ObjectHandler:
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def __init__(self, game):
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@ -6,7 +7,11 @@ class ObjectHandler:
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self.sprite_list = []
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self.static_sprite_path = 'resources/sprites/static_sprites/'
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self.animated_sprite_path = 'resources/sprites/animated_sprites/'
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self.npc_list = []
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self.npc_sprite_path = 'resources/sprites/npc/'
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add_sprite = self.add_sprite
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add_npc = self.add_npc
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self.npc_positions = {}
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# Sprite Map
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add_sprite(SpriteObject(game))
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@ -21,8 +26,17 @@ class ObjectHandler:
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add_sprite(AnimatedSprite(game, path=self.animated_sprite_path + 'red_light/0.png', pos=(3.5, 14.5)))
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add_sprite(AnimatedSprite(game, path=self.animated_sprite_path + 'red_light/0.png', pos=(3.5, 18.5)))
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# NPC Map
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add_npc(NPC(game))
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def update(self):
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self.npc_positions = {npc.map_pos for npc in self.npc_list if npc.alive}
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[sprite.update() for sprite in self.sprite_list]
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[npc.update() for npc in self.npc_list]
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def add_npc(self, npc):
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self.npc_list.append(npc)
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def add_sprite(self, sprite):
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self.sprite_list.append(sprite)
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45
pathfinding.py
Normal file
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@ -0,0 +1,45 @@
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from collections import deque
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class PathFinding:
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def __init__(self, game):
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self.game = game
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self.map = game.map.mini_map
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self.ways = [-1, 0], [0, -1], [1, 0], [0, 1], [-1, -1], [1, -1], [1, 1], [-1, 1]
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self.graph = {}
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self.get_graph()
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def get_path(self, start, goal):
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self.visited = self.bfs(start, goal, self.graph)
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path = [goal]
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step = self.visited.get(goal, start)
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while step and step != start:
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path.append(step)
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step = self.visited[step]
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return path[-1]
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def bfs(self, start, goal, graph):
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queue = deque([start])
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visited = {start: None}
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while queue:
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cur_node = queue.popleft()
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if cur_node == goal:
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break
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next_nodes = graph[cur_node]
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for next_node in next_nodes:
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if next_node not in visited and next_node not in self.game.object_handler.npc_positions:
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queue.append(next_node)
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visited[next_node] = cur_node
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return visited
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def get_next_nodes(self, x, y):
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return [(x + dx, y + dy) for dx, dy in self.ways if (x + dx, y + dy) not in self.game.map.world_map]
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def get_graph(self):
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for y, row in enumerate(self.map):
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for x, col in enumerate(row):
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if not col:
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self.graph[(x, y)] = self.graph.get((x, y), []) + self.get_next_nodes(x, y)
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BIN
resources/sprites/npc/soldier/0.png
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
resources/sprites/npc/soldier/attack/0.png
Normal file
After Width: | Height: | Size: 23 KiB |
BIN
resources/sprites/npc/soldier/attack/1.png
Normal file
After Width: | Height: | Size: 23 KiB |
BIN
resources/sprites/npc/soldier/death/POSSM0.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
resources/sprites/npc/soldier/death/POSSN0.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
resources/sprites/npc/soldier/death/POSSO0.png
Normal file
After Width: | Height: | Size: 25 KiB |
BIN
resources/sprites/npc/soldier/death/POSSP0.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
resources/sprites/npc/soldier/death/POSSQ0.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
resources/sprites/npc/soldier/death/POSSR0.png
Normal file
After Width: | Height: | Size: 20 KiB |
BIN
resources/sprites/npc/soldier/death/POSSS0.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
resources/sprites/npc/soldier/death/POSST0.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
resources/sprites/npc/soldier/death/POSSU0.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
resources/sprites/npc/soldier/idle/0.png
Normal file
After Width: | Height: | Size: 33 KiB |
BIN
resources/sprites/npc/soldier/idle/1.png
Normal file
After Width: | Height: | Size: 32 KiB |
BIN
resources/sprites/npc/soldier/idle/2.png
Normal file
After Width: | Height: | Size: 32 KiB |
BIN
resources/sprites/npc/soldier/idle/3.png
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
resources/sprites/npc/soldier/idle/4.png
Normal file
After Width: | Height: | Size: 30 KiB |
BIN
resources/sprites/npc/soldier/idle/5.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
resources/sprites/npc/soldier/idle/6.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
resources/sprites/npc/soldier/idle/7.png
Normal file
After Width: | Height: | Size: 17 KiB |
BIN
resources/sprites/npc/soldier/pain/0.png
Normal file
After Width: | Height: | Size: 34 KiB |
BIN
resources/sprites/npc/soldier/walk/0.png
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
resources/sprites/npc/soldier/walk/1.png
Normal file
After Width: | Height: | Size: 32 KiB |
BIN
resources/sprites/npc/soldier/walk/2.png
Normal file
After Width: | Height: | Size: 33 KiB |
BIN
resources/sprites/npc/soldier/walk/3.png
Normal file
After Width: | Height: | Size: 35 KiB |
11
sound.py
Normal file
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@ -0,0 +1,11 @@
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import pygame as pg
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class Sound:
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def __init__(self, game):
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self.game = game
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pg.mixer.init()
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self.path = 'resources/sounds/'
|
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#self.sound_type = pg.mixer.Sound(self.path + 'sound_type.extention')
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||||
|
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# Then to call the sound use
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# self.sound_type.play()
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