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authorNguyễn Gia Phong <vn.mcsinyx@gmail.com>2017-11-02 21:39:06 +0700
committerNguyễn Gia Phong <vn.mcsinyx@gmail.com>2017-11-02 21:39:06 +0700
commit13e0ea6f987273609cd6d199030bbf526ab4d726 (patch)
tree66f8b856524b9089d72b6f0c1cc917db8ec764e1
parentba4a575ab52f792f46c2f4d49d44edd7ff8e203d (diff)
downloadbrutalmaze-0.0.1.tar.gz
Fix various movement and display bugs0.0.1
-rw-r--r--brutalmaze/characters.py18
-rw-r--r--brutalmaze/constants.py14
-rw-r--r--brutalmaze/main.py47
-rw-r--r--brutalmaze/maze.py133
-rw-r--r--brutalmaze/utils.py21
-rw-r--r--brutalmaze/weapons.py18
-rwxr-xr-xsetup.py4
7 files changed, 116 insertions, 139 deletions
diff --git a/brutalmaze/characters.py b/brutalmaze/characters.py
index 2e2294d..7a68f37 100644
--- a/brutalmaze/characters.py
+++ b/brutalmaze/characters.py
@@ -17,6 +17,8 @@
#
# Copyright (C) 2017 Nguyễn Gia Phong
+__doc__ = 'brutalmaze module for hero and enemy classes'
+
from collections import deque
from math import atan2, sin, pi
from random import choice, shuffle, uniform
@@ -24,11 +26,9 @@ from random import choice, shuffle, uniform
import pygame
from .constants import *
-from .utils import randsign, regpoly, fill_aapolygon, pos, sign, length
+from .utils import randsign, regpoly, fill_aapolygon, sign
from .weapons import Bullet
-__doc__ = 'brutalmaze module for hero and enemy classes'
-
class Hero:
"""Object representing the hero."""
@@ -98,9 +98,9 @@ class Enemy:
def pos(self):
"""Return coordinate of the center of the enemy."""
- x, y = pos(self.x, self.y, self.maze.distance,
- self.maze.middlex, self.maze.middley)
- return x + self.offsetx*self.maze.step, y + self.offsety*self.maze.step
+ x, y = self.maze.pos(self.x, self.y)
+ step = self.maze.distance * HERO_SPEED / self.maze.fps
+ return x + self.offsetx*step, y + self.offsety*step
def place(self, x=0, y=0):
"""Move the enemy by (x, y) (in grids)."""
@@ -111,7 +111,7 @@ class Enemy:
def fire(self):
"""Return True if the enemy shot the hero, False otherwise."""
x, y = self.pos()
- if (length(x, y, self.maze.x, self.maze.y) > FIRANGE*self.maze.distance
+ if (self.maze.length(x, y) > FIRANGE*self.maze.distance
or self.next_move > pygame.time.get_ticks()
or (self.x, self.y) in AROUND_HERO or self.offsetx or self.offsety
or uniform(-2, 2) < (INIT_SCORE/self.maze.score) ** 2):
@@ -164,6 +164,10 @@ class Enemy:
color = self.color[int(self.wound)] if self.awake else FG_COLOR
fill_aapolygon(self.maze.surface, square, color)
+ def hit(self, wound):
+ """Handle the enemy when it's hit by a bullet."""
+ self.wound += wound
+
def die(self):
"""Handle the enemy's death."""
self.maze.map[self.x][self.y] = EMPTY if self.awake else WALL
diff --git a/brutalmaze/constants.py b/brutalmaze/constants.py
index defdfb1..ecb797c 100644
--- a/brutalmaze/constants.py
+++ b/brutalmaze/constants.py
@@ -17,16 +17,19 @@
#
# Copyright (C) 2017 Nguyễn Gia Phong
-from pygame import image
-from pkg_resources import resource_filename
-
__doc__ = 'brutalmaze module for shared constants'
+from pygame import image, K_UP, K_w, K_LEFT, K_a, K_DOWN, K_s, K_RIGHT, K_d
+from pkg_resources import resource_filename
+
ICON = image.load(resource_filename('brutalmaze', 'icon.png'))
+UP = (K_UP, K_w)
+LEFT = (K_LEFT, K_a)
+DOWN = (K_DOWN, K_s)
+RIGHT = (K_RIGHT, K_d)
SQRT2 = 2 ** 0.5
-GOLDEN_MEAN = 5**0.5/2 + 0.5
-
+INIT_SCORE = 5**0.5/2 + 0.5 # golden mean
INIT_FPS = 30.0
MAX_FPS = 144.0
SIZE = 640, 480
@@ -35,7 +38,6 @@ ROAD_WIDTH = 5 # grids
CELL_WIDTH = ROAD_WIDTH * 2 # grids
MIDDLE = (MAZE_SIZE + MAZE_SIZE%2 - 1)*ROAD_WIDTH + ROAD_WIDTH//2
LAST_ROW = (MAZE_SIZE-1) * ROAD_WIDTH * 2
-INIT_SCORE = 208.2016
HEAL_SPEED = 1 # HP/s
HERO_SPEED = 5 # grid/s
ENEMY_SPEED = 6 # grid/s
diff --git a/brutalmaze/main.py b/brutalmaze/main.py
index cd3a026..6690b51 100644
--- a/brutalmaze/main.py
+++ b/brutalmaze/main.py
@@ -22,8 +22,9 @@ from collections import deque
import pygame
from pygame.locals import *
-from .constants import ICON, SIZE, INIT_FPS, MAX_FPS
+from .constants import ICON, SIZE, INIT_FPS, MAX_FPS, UP, LEFT, DOWN, RIGHT
from .maze import Maze
+from .utils import some
def main():
@@ -43,43 +44,17 @@ def main():
elif event.type == KEYDOWN:
if event.key == K_F2: # new game
maze.__init__((maze.w, maze.h), fps)
- elif maze.hero.dead:
- continue
elif event.key in (K_ESCAPE, K_p):
maze.paused ^= True
- elif event.key in (K_UP, K_w):
- maze.move(up=-1)
- elif event.key in (K_LEFT, K_a):
- maze.move(left=-1)
- elif event.key in (K_DOWN, K_s):
- maze.move(down=-1)
- elif event.key in (K_RIGHT, K_d):
- maze.move(right=-1)
- elif event.key == K_RETURN:
- maze.hero.slashing = True
- elif maze.hero.dead:
- continue
- elif event.type == KEYUP:
- if event.key in (K_UP, K_w):
- maze.move(up=1)
- elif event.key in (K_LEFT, K_a):
- maze.move(left=1)
- elif event.key in (K_DOWN, K_s):
- maze.move(down=1)
- elif event.key in (K_RIGHT, K_d):
- maze.move(right=1)
- elif event.key == K_RETURN:
- maze.hero.slashing = False
- elif event.type == MOUSEBUTTONDOWN:
- if event.button == 1:
- maze.hero.firing = True
- elif event.button == 3:
- maze.hero.slashing = True
- elif event.type == MOUSEBUTTONUP:
- if event.button == 1:
- maze.hero.firing = False
- elif event.button == 3:
- maze.hero.slashing = False
+
+ if not maze.hero.dead:
+ keys = pygame.key.get_pressed()
+ buttons = pygame.mouse.get_pressed()
+ maze.right = some(keys, LEFT) - some(keys, RIGHT)
+ maze.down = some(keys, UP) - some(keys, DOWN)
+ maze.hero.slashing = keys[K_RETURN] or buttons[2]
+ maze.hero.firing = buttons[0]
+
if len(flash_time) > 5:
new_fps = 5000.0 / (flash_time[-1] - flash_time[0])
flash_time.popleft()
diff --git a/brutalmaze/maze.py b/brutalmaze/maze.py
index 022c8aa..ae12ded 100644
--- a/brutalmaze/maze.py
+++ b/brutalmaze/maze.py
@@ -17,6 +17,8 @@
#
# Copyright (C) 2017 Nguyễn Gia Phong
+__doc__ = 'brutalmaze module for the maze class'
+
from collections import deque
from math import pi, atan, atan2, log
from random import choice, getrandbits
@@ -26,11 +28,9 @@ from pygame import RESIZABLE
from .characters import Hero, Enemy
from .constants import *
-from .utils import round2, pos, sign, cosin, length, regpoly, fill_aapolygon
+from .utils import round2, sign, cosin, regpoly, fill_aapolygon
from .weapons import Bullet
-__doc__ = 'brutalmaze module for the maze class'
-
def cell(bit, upper=True):
"""Return a half of a cell of the maze based on the given bit."""
@@ -56,20 +56,18 @@ class Maze:
"""Object representing the maze, including the characters."""
def __init__(self, size, fps):
self.w, self.h = size
- self.fps, self.speed = fps, fps / HERO_SPEED
+ self.fps = fps
self.surface = pygame.display.set_mode(size, RESIZABLE)
self.distance = (self.w * self.h / 416) ** 0.5
- self.step = self.distance / self.speed
self.middlex, self.middley = self.x, self.y = self.w >> 1, self.h >> 1
w, h = (int(i/self.distance/2 + 2) for i in size)
self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
- self.offsetx = self.offsety = 0.0
self.paused, self.score = False, INIT_SCORE
self.map = deque()
for _ in range(MAZE_SIZE): self.map.extend(new_column())
- self.up = self.left = self.down = self.right = 0
+ self.down = self.right = 0
self.rotatex = self.rotatey = 0
self.bullets, self.enemies = [], []
self.add_enemy()
@@ -79,31 +77,36 @@ class Maze:
def add_enemy(self):
"""Add enough enemies."""
- walls, length = [], log(self.score, GOLDEN_MEAN)
+ walls = []
for i in self.rangex:
for j in self.rangey:
if self.map[i][j] == WALL: walls.append((i, j))
- while walls and len(self.enemies) < length:
+ while walls and len(self.enemies) < log(self.score, INIT_SCORE):
x, y = choice(walls)
if all(self.map[x + a][y + b] == WALL for a, b in ADJACENT_GRIDS):
continue
self.enemies.append(Enemy(self, x, y))
walls.remove((x, y))
+ def pos(self, x, y):
+ """Return coordinate of the center of the grid (x, y)."""
+ return (self.middlex + (x - MIDDLE)*self.distance,
+ self.middley + (y - MIDDLE)*self.distance)
+
def draw(self):
"""Draw the maze."""
self.surface.fill(BG_COLOR)
for i in self.rangex:
for j in self.rangey:
if self.map[i][j] != WALL: continue
- x, y = pos(i, j, self.distance, self.middlex, self.middley)
+ x, y = self.pos(i, j)
square = regpoly(4, self.distance / SQRT2, pi / 4, x, y)
fill_aapolygon(self.surface, square, FG_COLOR)
def wake(self, enemy):
"""Wake the enemy up if it can see the hero."""
- dx = (enemy.x - MIDDLE)*self.distance + self.offsetx*self.step
- dy = (enemy.y - MIDDLE)*self.distance + self.offsety*self.step
+ dx = (enemy.x-MIDDLE)*self.distance + self.middlex - self.x
+ dy = (enemy.y-MIDDLE)*self.distance + self.middley - self.y
mind = cosin(abs(atan(dy / dx)) if dx else 0) * self.distance
startx = starty = MIDDLE
stopx, stopy = enemy.x, enemy.y
@@ -112,24 +115,27 @@ class Maze:
for i in range(startx, stopx + 1):
for j in range(starty, stopy + 1):
if self.map[i][j] != WALL: continue
- x, y = pos(i, j, self.distance, self.middlex, self.middley)
+ x, y = self.pos(i, j)
d = abs(dy*(x-self.x) - dx*(y-self.y)) / (dy**2 + dx**2)**0.5
if d <= mind: return
enemy.awake = True
- def rotate(self, x, y):
- """Rotate the maze by (x, y)."""
- if not x and not y: return
+ def rotate(self):
+ """Rotate the maze if needed."""
+ x = int((self.middlex-self.x) * 2 / self.distance)
+ y = int((self.middley-self.y) * 2 / self.distance)
+ if x == y == 0: return
for enemy in self.enemies: self.map[enemy.x][enemy.y] = EMPTY
-
+ self.map[MIDDLE][MIDDLE] = EMPTY
if x:
- self.offsetx = 0.0
+ self.middlex -= x * self.distance
self.map.rotate(x)
self.rotatex += x
if y:
- self.offsety = 0.0
+ self.middley -= y * self.distance
for d in self.map: d.rotate(y)
self.rotatey += y
+ self.map[MIDDLE][MIDDLE] = HERO
# Respawn the enemies that fall off the display
killist = []
@@ -161,12 +167,18 @@ class Maze:
for k in range(ROAD_WIDTH):
self.map[c + k][LAST_ROW + j] = grid
+ def length(self, x, y):
+ """Return the length of the line segment joining the center of
+ the maze and the point (x, y).
+ """
+ return ((self.x-x)**2 + (self.y-y)**2)**0.5
+
def slash(self):
"""Handle close-ranged attacks."""
for enemy in self.enemies:
if not enemy.spin_queue: continue
x, y = enemy.pos()
- d = self.slashd - length(x, y, self.x, self.y)
+ d = self.slashd - self.length(x, y)
if d >= 0:
self.hero.wound += d / self.hero.R / enemy.spin_speed
@@ -174,9 +186,9 @@ class Maze:
unit, killist = self.distance/SQRT2 * self.hero.spin_speed, []
for i, enemy in enumerate(self.enemies):
x, y = enemy.pos()
- d = length(x, y, self.x, self.y)
+ d = self.length(x, y)
if d <= self.slashd:
- enemy.wound += (self.slashd-d) / unit
+ enemy.hit((self.slashd-d) / unit)
if enemy.wound >= ENEMY_HP:
self.score += enemy.wound
enemy.die()
@@ -205,56 +217,47 @@ class Maze:
continue
for j, enemy in enumerate(self.enemies):
x, y = enemy.pos()
- if length(bullet.x, bullet.y, x, y) < self.distance:
- enemy.wound += FIRE_DAM
+ if bullet.length(x, y) < self.distance:
+ enemy.hit(wound)
if enemy.wound >= ENEMY_HP:
self.score += enemy.wound
enemy.die()
self.enemies.pop(j)
fallen.append(i)
break
- elif length(bullet.x, bullet.y, self.x, self.y) < self.distance:
- if not self.hero.spin_queue: self.hero.wound += FIRE_DAM
+ elif bullet.length(self.x, self.y) < self.distance:
+ if not self.hero.spin_queue: self.hero.wound += wound
fallen.append(i)
for i in reversed(fallen): self.bullets.pop(i)
+ def isvalid(self, step, dx=0, dy=0):
+ """Return True if it is valid to move by (dx, dy) (in steps),
+ False otherwise.
+ """
+ d = self.distance/2 + self.hero.R
+ herox, heroy = self.x - step*dx, self.y - step*dy
+ for x in range(MIDDLE - dx - 1, MIDDLE - dx + 2):
+ for y in range(MIDDLE - dy - 1, MIDDLE - dy + 2):
+ gridx, gridy = self.pos(x, y)
+ if (max(abs(herox - gridx), abs(heroy - gridy)) < d
+ and self.map[x][y] == WALL):
+ return False
+ return True
+
def update(self, fps):
"""Update the maze."""
if self.paused: return
- self.offsetx *= fps / self.fps
- self.offsety *= fps / self.fps
- self.fps, self.speed = fps, fps / HERO_SPEED
- self.step = self.distance / self.speed
-
- d = self.distance*1.5 - self.hero.R
- dx = sign(self.right) - sign(self.left)
- self.offsetx += dx
- dy = sign(self.down) - sign(self.up)
- self.offsety += dy
- x, y = MIDDLE - sign(self.offsetx)*2, MIDDLE - sign(self.offsety)*2
- if ((self.map[x][MIDDLE - 1] != EMPTY
- or self.map[x][MIDDLE] != EMPTY
- or self.map[x][MIDDLE + 1] != EMPTY)
- and abs(self.offsetx*self.step) > d):
- self.offsetx -= dx
- dx = 0
- if ((self.map[MIDDLE - 1][y] != EMPTY
- or self.map[MIDDLE][y] != EMPTY
- or self.map[MIDDLE + 1][y] != EMPTY)
- and abs(self.offsety*self.step) > d):
- self.offsety -= dy
- dy = 0
+ self.fps, step = fps, self.distance * HERO_SPEED / fps
+ dx = step * self.right * self.isvalid(step, dx=self.right)
+ self.middlex += dx
+ dy = step * self.down * self.isvalid(step, dy=self.down)
+ self.middley += dy
if dx or dy:
- self.map[MIDDLE][MIDDLE] = EMPTY
- self.rotate(sign(self.offsetx) * (abs(self.offsetx)>=self.speed),
- sign(self.offsety) * (abs(self.offsety)>=self.speed))
- self.map[MIDDLE][MIDDLE] = HERO
- self.middlex = self.x + self.offsetx*self.step
- self.middley = self.y + self.offsety*self.step
+ self.rotate()
for enemy in self.enemies:
if not enemy.awake: self.wake(enemy)
- for bullet in self.bullets: bullet.place(dx, dy, self.step)
+ for bullet in self.bullets: bullet.place(dx, dy)
self.draw()
for enemy in self.enemies: enemy.update()
@@ -272,26 +275,18 @@ class Maze:
self.surface = pygame.display.set_mode(size, RESIZABLE)
self.hero.resize()
+ offsetx = (self.middlex-self.x) / self.distance
+ offsety = (self.middley-self.y) / self.distance
self.distance = (w * h / 416) ** 0.5
- self.step = self.distance / self.speed
- self.middlex = self.x + self.offsetx*self.step
- self.middley = self.y + self.offsety*self.step
self.x, self.y = w >> 1, h >> 1
+ self.middlex = self.x + offsetx*self.distance
+ self.middley = self.y + offsety*self.distance
w, h = int(w/self.distance/2 + 2), int(h/self.distance/2 + 2)
self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
self.slashd = self.hero.R + self.distance/SQRT2
- def move(self, up=0, left=0, down=0, right=0):
- """Make the maze to move in the given directions by moving the
- maze in the reverse way.
- """
- self.up += up
- self.left += left
- self.down += down
- self.right += right
-
def lose(self):
"""Handle loses."""
self.hero.die()
- self.up = self.left = self.down = self.right = 0
+ self.down = self.right = 0
diff --git a/brutalmaze/utils.py b/brutalmaze/utils.py
index ac47d2d..fdf893f 100644
--- a/brutalmaze/utils.py
+++ b/brutalmaze/utils.py
@@ -17,14 +17,21 @@
#
# Copyright (C) 2017 Nguyễn Gia Phong
+__doc__ = 'brutalmaze module for hero and enemy classes'
+
+from functools import reduce
from math import cos, sin, pi
+from operator import or_
import pygame
from pygame.gfxdraw import filled_polygon, aapolygon
from .constants import MIDDLE
-__doc__ = 'brutalmaze module for hero and enemy classes'
+
+def some(a, keys):
+ """Return True if there is a key k in keys that bool(a[k]) is True."""
+ return bool(reduce(or_, (a[k] for k in keys)))
def round2(number):
@@ -53,11 +60,6 @@ def fill_aapolygon(surface, points, color):
filled_polygon(surface, points, color)
-def pos(x, y, distance, middlex, middley):
- """Return coordinate of the center of the grid (x, y)."""
- return middlex + (x - MIDDLE)*distance, middley + (y - MIDDLE)*distance
-
-
def sign(n):
"""Return the sign of number n."""
return -1 if n < 0 else 1 if n else 0
@@ -66,10 +68,3 @@ def sign(n):
def cosin(x):
"""Return the sum of cosine and sine of x (measured in radians)."""
return cos(x) + sin(x)
-
-
-def length(x0, y0, x1, y1):
- """Return the length of the line segment joining the two points
- (x0, y0) and (x1, y1).
- """
- return ((x0-x1)**2 + (y0-y1)**2)**0.5
diff --git a/brutalmaze/weapons.py b/brutalmaze/weapons.py
index 110fc10..062ba68 100644
--- a/brutalmaze/weapons.py
+++ b/brutalmaze/weapons.py
@@ -17,6 +17,8 @@
#
# Copyright (C) 2017 Nguyễn Gia Phong
+__doc__ = 'brutalmaze module for weapon classes'
+
from math import cos, sin
from pygame.time import get_ticks
@@ -24,8 +26,6 @@ from pygame.time import get_ticks
from .constants import BULLET_LIFETIME, BULLET_SPEED
from .utils import regpoly, fill_aapolygon
-__doc__ = 'brutalmaze module for weapon classes'
-
class Bullet:
"""Object representing a bullet."""
@@ -42,7 +42,13 @@ class Bullet:
hexagon = regpoly(5, distance // 4, self.angle, self.x, self.y)
fill_aapolygon(self.surface, hexagon, self.color)
- def place(self, x, y, step):
- """Move the bullet by (x, y) (in steps)."""
- self.x += x * step
- self.y += y * step
+ def place(self, x, y):
+ """Move the bullet by (x, y) (in pixels)."""
+ self.x += x
+ self.y += y
+
+ def length(self, x, y):
+ """Return the length of the line segment joining the center of
+ the bullet and the point (x, y).
+ """
+ return ((self.x-x)**2 + (self.y-y)**2)**0.5
diff --git a/setup.py b/setup.py
index 083b11b..b1f9853 100755
--- a/setup.py
+++ b/setup.py
@@ -15,7 +15,7 @@ setup(
author_email='vn.mcsinyx@gmail.com',
license='GPLv3+',
classifiers=[
- 'Development Status :: 1 - Planning'
+ 'Development Status :: 2 - Pre-Alpha',
'Environment :: MacOS X',
'Environment :: Win32 (MS Windows)',
'Environment :: X11 Applications',
@@ -25,7 +25,7 @@ setup(
'Operating System :: OS Independent',
'Programming Language :: Python',
'Topic :: Games/Entertainment :: Arcade'],
- keywords='',
+ keywords='pygame action-game',
packages=['brutalmaze'],
install_requires=['pygame>=1.9'],
package_data={'brutalmaze': ['icon.png']},