Path finding

This commit is contained in:
Michał Gdula 2023-01-28 15:05:50 +00:00
parent b9f02c8268
commit a32720cedb
30 changed files with 216 additions and 0 deletions

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@ -7,6 +7,7 @@ from raycasting import *
from object_renderer import *
#from sprite_object import *
from object_handler import *
from pathfinding import *
class Game:
def __init__(self):
@ -25,6 +26,7 @@ class Game:
#self.static_sprites = SpriteObject(self)
#self.animated_sprites = AnimatedSprite(self)
self.object_handler = ObjectHandler(self)
self.pathfinding = PathFinding(self)
def update(self):
self.player.update()

144
npc.py Normal file
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@ -0,0 +1,144 @@
from sprite_object import *
from random import randint, random, choice
class NPC(AnimatedSprite):
def __init__(self, game, path='resources/sprites/npc/soldier/0.png', pos=(10.5, 5.5),
scale=0.6, shift=0.38, animation_time=180):
super().__init__(game, path, pos, scale, shift, animation_time)
self.attack_images = self.get_images(self.path + '/attack')
self.death_images = self.get_images(self.path + '/death')
self.idle_images = self.get_images(self.path + '/idle')
self.pain_images = self.get_images(self.path + '/pain')
self.walk_images = self.get_images(self.path + '/walk')
self.attack_dist = randint(3, 6)
self.speed = 0.02
self.size = 10
self.health = 100
self.attack_damage = 10
self.accuracy = 0.15
self.alive = True
self.pain = False
self.ray_cast_value = False
self.player_search_trigger = False
def update(self):
self.check_animation_time()
self.get_sprite()
self.run_logic()
if DEBUG_MODE:
self.draw_ray_cast()
def check_wall(self, x, y):
return (x, y) not in self.game.map.world_map
def check_collision(self, dx, dy):
if self.check_wall(int(self.x + dx * self.size), int(self.y)):
self.x += dx
if self.check_wall(int(self.x), int(self.y + dy * self.size)):
self.y += dy
def movement(self):
next_pos = self.game.pathfinding.get_path(self.map_pos, self.game.player.map_pos)
next_x, next_y = next_pos
if DEBUG_MODE:
pg.draw.rect(self.game.screen, 'blue', (100 * next_x, 100 * next_y, 100, 100))
if next_pos not in self.game.object_handler.npc_positions:
angle = math.atan2(next_y + 0.5 - self.y, next_x + 0.5 - self.x)
dx = math.cos(angle) * self.speed
dy = math.sin(angle) * self.speed
self.check_collision(dx, dy)
def attack(self):
if self.animation_trigger:
pass
def run_logic(self):
if self.alive:
self.ray_cast_value = self.ray_cast_player_npc()
self.animate(self.idle_images)
if self.ray_cast_value:
self.player_search_trigger = True
if self.dist < self.attack_dist:
self.animate(self.attack_images)
self.attack()
else:
self.animate(self.walk_images)
self.movement()
elif self.player_search_trigger:
self.animate(self.walk_images)
self.movement()
@property
def map_pos(self):
return int(self.x), int(self.y)
def ray_cast_player_npc(self):
if self.game.player.map_pos == self.map_pos:
return True
wall_dist_v, wall_dist_h = 0, 0
player_dist_v, player_dist_h = 0, 0
ox, oy = self.game.player.pos
x_map, y_map = self.game.player.map_pos
ray_angle = self.theta
sin_a = math.sin(ray_angle)
cos_a = math.cos(ray_angle)
# horizontal
y_horz, dy = (y_map + 1, 1) if sin_a > 0 else (y_map - 1e-6, -1)
depth_horz = (y_horz - oy) / sin_a
x_horz = ox + depth_horz * cos_a
delta_depth = dy / sin_a
dx = delta_depth * cos_a
for i in range(MAX_DEPTH):
tile_horz = int(x_horz), int(y_horz)
if tile_horz == self.map_pos:
player_dist_h = depth_horz
break
if tile_horz in self.game.map.world_map:
wall_dist_h = depth_horz
break
x_horz += dx
y_horz += dy
depth_horz += delta_depth
# verticals
x_vert, dx = (x_map + 1, 1) if cos_a > 0 else (x_map - 1e-6, -1)
depth_vert = (x_vert - ox) / cos_a
y_vert = oy + depth_vert * sin_a
delta_depth = dx / cos_a
dy = delta_depth * sin_a
for i in range(MAX_DEPTH):
tile_vert = int(x_vert), int(y_vert)
if tile_vert == self.map_pos:
player_dist_v = depth_vert
break
if tile_vert in self.game.map.world_map:
wall_dist_v = depth_vert
break
x_vert += dx
y_vert += dy
depth_vert += delta_depth
player_dist = max(player_dist_v, player_dist_h)
wall_dist = max(wall_dist_v, wall_dist_h)
if 0 < player_dist < wall_dist or not wall_dist:
return True
return False
def draw_ray_cast(self):
pg.draw.circle(self.game.screen, 'red', (100 * self.x, 100 * self.y), 15)
if self.ray_cast_player_npc():
pg.draw.line(self.game.screen, 'orange', (100 * self.game.player.x, 100 * self.game.player.y),
(100 * self.x, 100 * self.y), 2)

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@ -1,4 +1,5 @@
from sprite_object import *
from npc import *
class ObjectHandler:
def __init__(self, game):
@ -6,7 +7,11 @@ class ObjectHandler:
self.sprite_list = []
self.static_sprite_path = 'resources/sprites/static_sprites/'
self.animated_sprite_path = 'resources/sprites/animated_sprites/'
self.npc_list = []
self.npc_sprite_path = 'resources/sprites/npc/'
add_sprite = self.add_sprite
add_npc = self.add_npc
self.npc_positions = {}
# Sprite Map
add_sprite(SpriteObject(game))
@ -21,8 +26,17 @@ class ObjectHandler:
add_sprite(AnimatedSprite(game, path=self.animated_sprite_path + 'red_light/0.png', pos=(3.5, 14.5)))
add_sprite(AnimatedSprite(game, path=self.animated_sprite_path + 'red_light/0.png', pos=(3.5, 18.5)))
# NPC Map
add_npc(NPC(game))
def update(self):
self.npc_positions = {npc.map_pos for npc in self.npc_list if npc.alive}
[sprite.update() for sprite in self.sprite_list]
[npc.update() for npc in self.npc_list]
def add_npc(self, npc):
self.npc_list.append(npc)
def add_sprite(self, sprite):
self.sprite_list.append(sprite)

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pathfinding.py Normal file
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@ -0,0 +1,45 @@
from collections import deque
class PathFinding:
def __init__(self, game):
self.game = game
self.map = game.map.mini_map
self.ways = [-1, 0], [0, -1], [1, 0], [0, 1], [-1, -1], [1, -1], [1, 1], [-1, 1]
self.graph = {}
self.get_graph()
def get_path(self, start, goal):
self.visited = self.bfs(start, goal, self.graph)
path = [goal]
step = self.visited.get(goal, start)
while step and step != start:
path.append(step)
step = self.visited[step]
return path[-1]
def bfs(self, start, goal, graph):
queue = deque([start])
visited = {start: None}
while queue:
cur_node = queue.popleft()
if cur_node == goal:
break
next_nodes = graph[cur_node]
for next_node in next_nodes:
if next_node not in visited and next_node not in self.game.object_handler.npc_positions:
queue.append(next_node)
visited[next_node] = cur_node
return visited
def get_next_nodes(self, x, y):
return [(x + dx, y + dy) for dx, dy in self.ways if (x + dx, y + dy) not in self.game.map.world_map]
def get_graph(self):
for y, row in enumerate(self.map):
for x, col in enumerate(row):
if not col:
self.graph[(x, y)] = self.graph.get((x, y), []) + self.get_next_nodes(x, y)

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sound.py Normal file
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import pygame as pg
class Sound:
def __init__(self, game):
self.game = game
pg.mixer.init()
self.path = 'resources/sounds/'
#self.sound_type = pg.mixer.Sound(self.path + 'sound_type.extention')
# Then to call the sound use
# self.sound_type.play()