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Player.py
327 lines (288 loc) · 11.8 KB
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Player.py
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from os import path
import random
import pygame.draw
from mlgame.utils.enum import get_ai_name
from mlgame.view.view_model import create_asset_init_data, create_image_view_data, create_rect_view_data
from .env import TURN_LEFT_CMD, TURN_RIGHT_CMD, FORWARD_CMD, BACKWARD_CMD, \
AIM_LEFT_CMD, AIM_RIGHT_CMD, SHOOT, SHOOT_COOLDOWN, IMAGE_DIR, ORANGE, BLUE, IS_DEBUG
from .Gun import Gun
from .GenerateMap import MapGenerator
Vec = pygame.math.Vector2
class Player(pygame.sprite.Sprite):
def __init__(self, construction, **kwargs):
super().__init__()
"""
初始化玩家資料
construction可直接由TiledMap打包地圖資訊後傳入
:param construction:
:param kwargs:
"""
self.id = construction["_id"]
self.no = construction["_no"]
self.rect = pygame.Rect(construction["_init_pos"], construction["_init_size"])
self.play_rect_area = kwargs["play_rect_area"]
self.origin_xy = self.rect.topleft
self.origin_center = self.rect.center
self.origin_size = (self.rect.width, self.rect.height)
self.original_rect = self.rect.copy()
self.draw_pos = self.rect.topleft
self.surface = pygame.Surface(self.origin_size)
self.angle = 0
self.score = 0
self.used_frame = 0
self.last_shoot_frame = 0
self.lives = 3
self.power = 10
self.vel = Vec(0, 0)
self.speed = 8 * construction["_init_size"][0] / 50
# TODO refactor use vel
self.move_dict = {"left_up": Vec(-self.speed, -self.speed), "right_up": Vec(self.speed, -self.speed),
"left_down": Vec(-self.speed, self.speed), "right_down": Vec(self.speed, self.speed),
"left": Vec(-self.speed, 0), "right": Vec(self.speed, 0), "up": Vec(0, -self.speed),
"down": Vec(0, self.speed)}
self.rot = 0
self.last_shoot_frame = self.used_frame
self.last_turn_frame = self.used_frame
self.rot_speed = 45
self.oil = 100
self.is_alive = True
self.is_shoot = False
self.is_forward = False
self.is_backward = False
self.is_turn_right = False
self.is_turn_left = False
self.collided = False
self.action_history = []
self.act_cd = kwargs["act_cd"]
self.quadrant = 0
self.gun = Gun(self.id, self.rect.topleft, (self.rect.width, self.rect.height), **kwargs)
self.calculate_quadrant()
def calculate_quadrant(self):
mid_x = self.play_rect_area.width // 2
mid_y = (self.play_rect_area.height - 100) // 2
self.quadrant = (
1 if self.rect.x >= mid_x and self.rect.y < mid_y else
2 if self.rect.x < mid_x and self.rect.y < mid_y else
3 if self.rect.x < mid_x and self.rect.y >= mid_y else
4
)
def update(self, command: dict):
self.used_frame += 1
if self.lives <= 0:
self.is_alive = False
self.gun.is_alive = False
self.lives = 0
if not self.is_alive:
self.rect.topleft = Vec(self.play_rect_area.left + self.origin_size[0]*self.no
, self.play_rect_area.top - self.origin_size[1]*2)
return
self.rotate()
self.gun.update(self.rect.center)
if not self.act_cd:
self.is_turn_right = False
self.is_turn_left = False
elif self.used_frame - self.last_turn_frame > self.act_cd:
self.is_turn_right = False
self.is_turn_left = False
if self.rect.right > self.play_rect_area.right \
or self.rect.left < self.play_rect_area.left \
or self.rect.bottom > self.play_rect_area.bottom \
or self.rect.top < self.play_rect_area.top:
self.collide_with_walls()
else:
self.act(command[get_ai_name(self.no - 1)])
def rotate(self):
self.rot = self.rot % 360
self.angle = 3.14 / 180 * self.rot
new_sur = pygame.transform.rotate(self.surface, self.rot)
origin_center = self.rect.center
self.rect = new_sur.get_rect()
self.rect.center = origin_center
self.draw_pos = self.rect.topleft
def act(self, commands: list):
if not commands or self.collided:
return None
# Only one action from the three categories can be executed in one frame
move_flag = False
shoot_flag = False
aim_flag = False
while commands:
command = commands.pop()
# Shoot
if not shoot_flag:
if self.power and SHOOT == command:
self.shoot()
shoot_flag = True
# Aiming
# TODO: Maybe the oil should be consumed when aiming
if not aim_flag:
if command == AIM_LEFT_CMD:
self.gun.turn_left()
elif command == AIM_RIGHT_CMD:
self.gun.turn_right()
aim_flag = True
if self.oil <= 0:
self.oil = 0
continue
# Movement
if not move_flag:
if TURN_LEFT_CMD == command and not self.is_turn_left and TURN_RIGHT_CMD != command:
self.oil -= 0.1
self.turn_left()
self.is_turn_left = True
self.is_forward = False
self.is_backward = False
self.is_turn_right = False
elif TURN_RIGHT_CMD == command and not self.is_turn_right and TURN_LEFT_CMD != command:
self.oil -= 0.1
self.turn_right()
self.is_turn_right = True
self.is_forward = False
self.is_backward = False
self.is_turn_left = False
elif FORWARD_CMD == command and BACKWARD_CMD != command:
self.oil -= 0.1
self.forward()
self.is_forward = True
self.is_backward = False
self.is_turn_right = False
self.is_turn_left = False
self.action_history.append(FORWARD_CMD)
elif BACKWARD_CMD == command and FORWARD_CMD != command:
self.oil -= 0.1
self.backward()
self.is_backward = True
self.is_forward = False
self.is_turn_right = False
self.is_turn_left = False
self.action_history.append(BACKWARD_CMD)
move_flag = True
self.action_history = self.action_history[-1:]
def shoot(self):
if self.last_shoot_frame == 0 or self.used_frame - self.last_shoot_frame > SHOOT_COOLDOWN:
self.last_shoot_frame = self.used_frame
self.power -= 1
self.is_shoot = True
def forward(self):
if self.id != 1:
rot = self.rot + 180
if rot >= 360:
rot -= 360
else:
rot = self.rot
if rot == 0:
self.rect.center += self.move_dict["left"]
elif rot == 315:
self.rect.center += self.move_dict["left_up"]
elif rot == 270:
self.rect.center += self.move_dict["up"]
elif rot == 225:
self.rect.center += self.move_dict["right_up"]
elif rot == 180:
self.rect.center += self.move_dict["right"]
elif rot == 135:
self.rect.center += self.move_dict["right_down"]
elif rot == 90:
self.rect.center += self.move_dict["down"]
elif rot == 45:
self.rect.center += self.move_dict["left_down"]
def backward(self):
if self.id != 1:
rot = self.rot + 180
if rot >= 360:
rot -= 360
else:
rot = self.rot
if rot == 0:
self.rect.center += self.move_dict["right"]
elif rot == 315:
self.rect.center += self.move_dict["right_down"]
elif rot == 270:
self.rect.center += self.move_dict["down"]
elif rot == 225:
self.rect.center += self.move_dict["left_down"]
elif rot == 180:
self.rect.center += self.move_dict["left"]
elif rot == 135:
self.rect.center += self.move_dict["left_up"]
elif rot == 90:
self.rect.center += self.move_dict["up"]
elif rot == 45:
self.rect.center += self.move_dict["right_up"]
def turn_left(self):
self.last_turn_frame = self.used_frame
self.rot += self.rot_speed
def turn_right(self):
self.last_turn_frame = self.used_frame
self.rot -= self.rot_speed
def collide_with_walls(self):
# Retrieve last two actions
last_actions = self.action_history[-1:]
# Reverse actions
for action in reversed(last_actions):
if action == FORWARD_CMD:
self.backward()
elif action == BACKWARD_CMD:
self.forward()
def collide_with_bullets(self):
self.lives -= 1
def get_power(self, power: int):
self.power += power
if self.power > 10:
self.power = 10
elif self.power < 0:
self.power = 0
def get_oil(self, oil: int):
self.oil += oil
if self.oil > 100:
self.oil = 100
elif self.oil < 0:
self.oil = 0
def get_rot(self):
if self.id == 2:
return (self.rot + 180) % 360
return self.rot
def get_data_from_obj_to_game(self) -> dict:
info = {"id": f"{self.no}P"
, "x": self.rect.x
, "y": self.rect.y
, "speed": self.speed
, "score": self.score
, "power": self.power
, "oil": self.oil
, "lives": self.lives
, "angle": self.get_rot()
, "gun_angle": self.gun.get_rot()
, "cooldown": 0
if self.last_shoot_frame == 0
or self.used_frame - self.last_shoot_frame > SHOOT_COOLDOWN
else SHOOT_COOLDOWN - self.used_frame + self.last_shoot_frame,
}
return info
def get_obj_progress_data(self) -> dict:
if not self.is_alive:
return []
image_data = create_image_view_data(f"{self.id}P", *self.draw_pos, *self.origin_size, self.angle)
return image_data
def get_obj_init_data(self) -> list:
img_data = {"1P": "https://raw.githubusercontent.com/Jesse-Jumbo/TankMan/main/asset/image/1P_body.svg",
"2P": "https://raw.githubusercontent.com/Jesse-Jumbo/TankMan/main/asset/image/2P_body.svg"}
image_init_data = []
for id, url in img_data.items():
image_init_data.append(create_asset_init_data(id, self.origin_size[0], self.origin_size[1],
path.join(IMAGE_DIR, f"{id}_body.png"), url))
return image_init_data
def get_info_to_game_result(self) -> dict:
info = {"no": f"{self.no}P"
, "score": self.score
, "lives": self.lives
}
if IS_DEBUG:
if self.rect.right > self.play_rect_area.right \
or self.rect.left < self.play_rect_area.left \
or self.rect.bottom > self.play_rect_area.bottom \
or self.rect.top < self.play_rect_area.top:
print("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!【OUT】!!!!!!!!!!!!!!!!!!!!!!!!!!!")
else:
print("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!【SAFE】!!!!!!!!!!!!!!!!!!!!!!!!!!!")
return info