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author | Raphael McSinyx <vn.mcsinyx@gmail.com> | 2017-10-15 17:50:06 +0700 |
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committer | Raphael McSinyx <vn.mcsinyx@gmail.com> | 2017-10-15 17:50:06 +0700 |
commit | ff2ff10db8a91f587f5bea9ebc3aad03f1d807f5 (patch) | |
tree | 61dddcd4ab1e275d0b201d33f19b425c60e99ce6 | |
parent | 17cedc807703ad1e34125ac71e20fc65cf81cc6c (diff) | |
download | brutalmaze-ff2ff10db8a91f587f5bea9ebc3aad03f1d807f5.tar.gz |
Add score and continuously spawned enemies
-rw-r--r-- | brutalmaze/characters.py | 7 | ||||
-rw-r--r-- | brutalmaze/constants.py | 11 | ||||
-rw-r--r-- | brutalmaze/maze.py | 55 |
3 files changed, 46 insertions, 27 deletions
diff --git a/brutalmaze/characters.py b/brutalmaze/characters.py index f856c6d..b2eb99e 100644 --- a/brutalmaze/characters.py +++ b/brutalmaze/characters.py @@ -90,7 +90,7 @@ class Hero: def update(self): """Update the hero.""" - self.wound -= HEALING_SPEED / len(self.color) / self.speed + self.wound -= HEAL_SPEED / len(self.color) / self.speed if self.wound < 0: self.wound = 0.0 self.speed = int(FPS / (len(self.color)-self.wound)) @@ -129,7 +129,7 @@ class Enemy: def pos(self, distance, middlex, middley): """Return coordinate of the center of the enemy.""" x, y = pos(self.x, self.y, distance, middlex, middley) - step = distance // 5 + step = distance // MOVE_SPEED return x + self.offsetx*step, y + self.offsety*step def draw(self, distance, middlex, middley, color): @@ -162,7 +162,8 @@ class Enemy: shuffle(directions) for x, y in directions: if (x or y) and self.maze[self.x + x][self.y + y] == EMPTY: - self.offsetx, self.offsety = x * -4, y * -4 + self.offsetx = x * (1-MOVE_SPEED) + self.offsety = y * (1-MOVE_SPEED) self.maze[self.x][self.y] = EMPTY self.place(x, y) return True diff --git a/brutalmaze/constants.py b/brutalmaze/constants.py index 37cb741..304f2d7 100644 --- a/brutalmaze/constants.py +++ b/brutalmaze/constants.py @@ -18,18 +18,21 @@ # Copyright (C) 2017 Nguyễn Gia Phong from pygame.locals import * -from pygame.math import Vector2 SQRT2 = 2 ** 0.5 -EMPTY, WALL, HERO, ENEMY = range(4) -ADJACENT_GRIDS = (1, 0), (0, 1), (-1, 0), (0, -1) +GOLDEN_MEAN = 5**0.5/2 + 0.5 FPS = 30 SIZE = 400, 400 MAZE_SIZE = 8 ROAD_WIDTH = 5 MIDDLE = (MAZE_SIZE + (MAZE_SIZE&1) - 1)*ROAD_WIDTH + (ROAD_WIDTH >> 1) -HEALING_SPEED = 1.0 # HP/s +INIT_SCORE = 208 +MOVE_SPEED = 5 # step/grid +HEAL_SPEED = 1.0 # HP/s + +EMPTY, WALL, HERO, ENEMY = range(4) +ADJACENT_GRIDS = (1, 0), (0, 1), (-1, 0), (0, -1) TANGO = {'Butter': ((252, 233, 79), (237, 212, 0), (196, 160, 0)), 'Orange': ((252, 175, 62), (245, 121, 0), (206, 92, 0)), diff --git a/brutalmaze/maze.py b/brutalmaze/maze.py index 82ced06..3b5e76b 100644 --- a/brutalmaze/maze.py +++ b/brutalmaze/maze.py @@ -18,8 +18,8 @@ # Copyright (C) 2017 Nguyễn Gia Phong from collections import deque -from math import atan, cos, sin, pi -from random import choice, getrandbits, randint +from math import pi, atan, cos, sin, log +from random import choice, getrandbits import pygame @@ -45,11 +45,13 @@ class Maze: self.w, self.h = size self.surface = pygame.display.set_mode(size, RESIZABLE) self.distance = int((self.w * self.h / 416) ** 0.5) - self.step = self.distance // 5 + self.step = self.distance // MOVE_SPEED self.middlex, self.middley = self.x, self.y = self.w >> 1, self.h >> 1 w, h = self.w//self.distance+2 >> 1, self.h//self.distance+2 >> 1 self.rangex = range(MIDDLE - w, MIDDLE + w + 1) self.rangey = range(MIDDLE - h, MIDDLE + h + 1) + self.right = self.down = self.offsetx = self.offsety = 0 + self.score = INIT_SCORE def wall(bit, upper=True): if bit: return deque([WALL]*ROAD_WIDTH + [EMPTY]*ROAD_WIDTH) @@ -66,18 +68,21 @@ class Maze: for _ in range(ROAD_WIDTH): self.map.append(upper.__copy__()) for _ in range(ROAD_WIDTH): self.map.append(lower.__copy__()) self.enemies = [] - while len(self.enemies) < 20: - x, y = MIDDLE + randint(-w, w), MIDDLE + randint(-h, h) + self.add_enemy() + self.hero = Hero(self.surface) + self.map[MIDDLE][MIDDLE] = HERO + self.slashd = self.hero.R + self.distance/SQRT2 + self.draw() + + def add_enemy(self): + """Add enough enemies.""" + while len(self.enemies) < log(self.score, GOLDEN_MEAN): + x, y = choice(self.rangex), choice(self.rangey) if self.map[x][y] != WALL: continue if all(self.map[x + a][y + b] == WALL for a, b in ADJACENT_GRIDS): continue self.enemies.append( Enemy(self.surface, self.map, choice(ENEMIES), x, y)) - self.hero = Hero(self.surface) - self.map[MIDDLE][MIDDLE] = HERO - self.slashd = self.hero.R + self.distance/SQRT2 - self.right = self.down = self.offsetx = self.offsety = 0 - self.draw() def draw(self): """Draw the maze.""" @@ -115,7 +120,14 @@ class Maze: if y: self.offsety = 0 for d in self.map: d.rotate(y) - for enemy in self.enemies: enemy.place(x, y) + killist = [] + for i, enemy in enumerate(self.enemies): + enemy.place(x, y) + if enemy.x not in self.rangex or enemy.y not in self.rangey: + enemy.die() + killist.append(i) + for i in reversed(killist): self.enemies.pop(i) + self.add_enemy() def slash(self): """Slash the enemies.""" @@ -125,20 +137,22 @@ class Maze: d = length(x, y, self.x, self.y) if d <= self.slashd: enemy.wound += (self.slashd-d) / unit - if enemy.wound >= 3: + if enemy.wound >= len(enemy.color): enemy.die() killist.append(i) + self.score += 1 for i in reversed(killist): self.enemies.pop(i) + self.add_enemy() def update(self): """Update the maze.""" - modified = False + modified, d = False, self.distance*1.5 - self.hero.R self.offsetx += self.right s = sign(self.offsetx) * 2 if ((self.map[MIDDLE - s][MIDDLE - 1] or self.map[MIDDLE - s][MIDDLE] or self.map[MIDDLE - s][MIDDLE + 1]) - and abs(self.offsetx) > 3): + and abs(self.offsetx*self.step) > d): self.offsetx -= self.right else: modified = True @@ -148,15 +162,15 @@ class Maze: if ((self.map[MIDDLE - 1][MIDDLE - s] or self.map[MIDDLE][MIDDLE - s] or self.map[MIDDLE + 1][MIDDLE - s]) - and abs(self.offsety) > 3): + and abs(self.offsety*self.step) > d): self.offsety -= self.down else: modified = True if modified: self.map[MIDDLE][MIDDLE] = EMPTY - self.rotate(sign(self.offsetx) * (abs(self.offsetx)==5), - sign(self.offsety) * (abs(self.offsety)==5)) + self.rotate(sign(self.offsetx) * (abs(self.offsetx)==MOVE_SPEED), + sign(self.offsety) * (abs(self.offsety)==MOVE_SPEED)) self.map[MIDDLE][MIDDLE] = HERO self.middlex = self.x + self.offsetx*self.step self.middley = self.y + self.offsety*self.step @@ -169,6 +183,7 @@ class Maze: self.hero.update() if self.hero.slashing: self.slash() for enemy in self.enemies: + if not enemy.spin_queue: continue x, y = enemy.pos(self.distance, self.middlex, self.middley) d = length(x, y, self.x, self.y) if d <= self.slashd: @@ -183,7 +198,7 @@ class Maze: self.hero.resize() self.distance = int((w * h / 416) ** 0.5) - self.step = self.distance // 5 + self.step = self.distance // MOVE_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 @@ -202,5 +217,5 @@ class Maze: self.right, self.down = sign(self.right), sign(self.down) def lose(self): - """""" - pass + """Handle loses.""" + quit() |