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#!/usr/bin/env python3 |
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from sys import argv |
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import pygame as pg |
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# locals |
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from ship import Ship |
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from gem import Gem |
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from block import Block |
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from starfield import Starfield |
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from read_level import read_level |
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# Colors |
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BLACK = (0,)*3 |
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WHITE = (255,)*3 |
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# Graphical Environment |
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WIN_SIZE = (640, 480) |
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MAX_FPS = 60 |
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# Game constants |
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# Sprite positions |
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if len(argv) >= 2: |
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(start, gem_pos, block_pos) = read_level(argv[1]) |
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else: |
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start = (0,0) |
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gem_pos = [(100,100)] |
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block_pos = [] |
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# Setup |
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pg.init() |
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clock = pg.time.Clock() |
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font = pg.font.SysFont('Courier',24) |
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pg.display.set_caption(f"Space Collector") |
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screen = pg.display.set_mode(WIN_SIZE) |
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scr_rect = screen.get_rect() |
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map_rect = pg.Rect( |
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(start[0]-scr_rect.width/2, |
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start[1]-scr_rect.height/2), |
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scr_rect.size |
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) |
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the_starfield = Starfield(screen); |
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the_ship = Ship(start,scr_rect) |
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the_ship.rect.x = scr_rect.centerx - the_ship.rect.width / 2 |
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the_ship.rect.y = scr_rect.centery - the_ship.rect.height / 2 |
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disp_sprites = pg.sprite.Group() |
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gems = pg.sprite.Group(map(Gem,gem_pos)) |
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blocks = pg.sprite.Group(map(Block, block_pos)) |
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moving = pg.sprite.Group(gems,blocks) |
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# Game loop |
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carry_on = True |
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win = False |
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while carry_on: |
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# Quitting states |
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for event in pg.event.get(): |
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if event.type == pg.QUIT: |
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carry_on = False |
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elif event.type==pg.KEYDOWN: |
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if event.key==pg.K_ESCAPE: |
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carry_on = False |
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### Game Logic ### |
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mouse_events = pg.mouse.get_pressed() |
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if mouse_events[0]: |
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the_ship.deceleration = 0 |
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the_ship.velocity += 1 |
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if mouse_events[2]: |
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the_ship.deceleration = 1 |
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mousev = pg.math.Vector2(pg.mouse.get_pos()) |
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mousev -= scr_rect.center |
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# ship movement |
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if mousev.length() > the_ship.SIZE/2: |
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the_ship.direction += mousev.normalize()/(the_ship.velocity+1) |
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the_ship.direction.normalize_ip() |
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the_ship.velocity = max(the_ship.velocity - the_ship.deceleration, 0) |
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if the_ship.velocity == 0: |
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the_ship.deceleration = 0 |
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# Move ship |
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the_ship.change = (the_ship.velocity*the_ship.direction) |
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the_ship.map_pos.x += round(the_ship.change.x) |
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the_ship.map_pos.y += round(the_ship.change.y) |
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# Move camera to follow ship |
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map_rect.x = the_ship.map_pos.x - map_rect.w/2 |
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map_rect.y = the_ship.map_pos.y - map_rect.h/2 |
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for s in moving: |
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# Display on screen sprites |
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if not map_rect.colliderect(s.map_rect): |
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s.remove(disp_sprites) |
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continue |
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s.add(disp_sprites) |
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if not win: |
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s.collide_ship(the_ship) |
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if len(gems) == 0: |
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win = True |
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### Display Logic ### |
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screen.fill(BLACK) |
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the_starfield.draw(screen, map_rect) |
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disp_sprites.update(map_rect=map_rect) |
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disp_sprites.draw(screen) |
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the_ship.update(rot_vector= the_ship.direction) |
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screen.blit(the_ship.image, the_ship.rect) |
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if not win: |
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elapsed_time = pg.time.get_ticks()/1000 |
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elapsed_minutes = int(elapsed_time // 60) |
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elapsed_seconds = int(elapsed_time // 1) % 60 |
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time_string = f"{elapsed_minutes:d}:{elapsed_seconds:02d}" |
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time_label = font.render(time_string, 1, WHITE) |
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time_pos = (screen.get_width()-10-time_label.get_width(),10) |
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screen.blit(time_label, time_pos) |
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if win: |
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gem_str = f"Level Complete!" |
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else: |
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gem_str = f"Gems to collect:{len(gems):3d} " |
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gem_label = font.render(gem_str,True, WHITE) |
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screen.blit(gem_label, (10, 10)) |
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pg.display.flip() |
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clock.tick(MAX_FPS) |
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pg.quit() |
@ -0,0 +1,35 @@ |
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from xml.etree import ElementTree |
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from itertools import chain |
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def read_level(file_path): |
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schema = '{http://www.w3.org/2000/svg}' |
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root = ElementTree.parse(file_path).getroot() |
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active = next(filter( |
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lambda g: g.get('id') == "ACTIVE", |
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root.iter(f"{schema}g"))) |
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block_pos = [ ( |
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float(rect.get('x')), |
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float(rect.get('y')), |
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float(rect.get('width')), |
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float(rect.get('height')), |
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) |
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for rect in active.iter(f"{schema}rect") |
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] |
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gem_pos = [] |
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ellipses = chain( |
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active.iter(f"{schema}circle"), |
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active.iter(f"{schema}ellipse") |
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) |
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for ellipse in ellipses: |
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if ellipse.get('id') == "START": |
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start = ( |
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float(ellipse.get(f'cx')), |
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float(ellipse.get(f'cy')), |
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) |
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else: |
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gem_pos.append(( |
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float(ellipse.get('cx')), |
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float(ellipse.get('cy')), |
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)) |
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return (start, gem_pos, block_pos) |
@ -0,0 +1,41 @@ |
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import pygame as pg |
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import random |
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WHITE = (255,)*3 |
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def snap(x, scale): |
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return int(x//scale)*scale |
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class Starfield: |
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def __init__(self, |
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screen, |
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inv_density=10, |
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grid_step=31, |
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paralax = 2, |
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star_color=WHITE, |
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star_size = 1): |
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self.rng = random.Random() |
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self.screen = screen |
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self.inv_density = inv_density |
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self.paralax = paralax |
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self.grid_step = grid_step |
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self.star_color = star_color |
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self.star_size = star_size |
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def draw(self, screen, map_pos): |
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sky_pos = pg.math.Vector2((map_pos.x, map_pos.y))/self.paralax |
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xstart = snap(sky_pos.x, self.grid_step) |
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ystart = snap(sky_pos.y, self.grid_step) |
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xstop = xstart + screen.get_rect().width |
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ystop = ystart + screen.get_rect().width |
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for x in range(xstart, xstop, self.grid_step): |
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for y in range(ystart, ystop, self.grid_step): |
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self.rng.seed(hash((x,y))) |
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if self.rng.randint(0, self.inv_density) == 0: |
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xoff = self.rng.randint(0, self.grid_step) |
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yoff = self.rng.randint(0, self.grid_step) |
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cx = x + xoff - sky_pos.x |
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cy = y + yoff - sky_pos.y |
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pg.draw.circle(screen, self.star_color, (cx,cy), self.star_size) |
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