Bloques en 3D y volumen
This commit is contained in:
parent
ce640e1d93
commit
1b272ba47e
@ -1,7 +1,8 @@
|
||||
import math
|
||||
import sys
|
||||
import math
|
||||
import pygame
|
||||
|
||||
# Inicialización de Pygame
|
||||
pygame.init()
|
||||
|
||||
# Configuración de pantalla
|
||||
@ -13,19 +14,12 @@ FPS = 60
|
||||
TILE_WIDTH = 64
|
||||
TILE_HEIGHT = 32
|
||||
GRID_SIZE_X = 8
|
||||
GRID_SIZE_Y = 120 # Distancia total de la autopista
|
||||
GRID_SIZE_Y = 120
|
||||
|
||||
# Paleta de Colores
|
||||
# Colores de apoyo
|
||||
COLOR_BG = (15, 15, 25)
|
||||
COLOR_ROAD = (50, 50, 65)
|
||||
COLOR_GRID = (30, 30, 45)
|
||||
COLOR_VORTEX = (220, 50, 50)
|
||||
COLOR_PLAYER = (255, 220, 0)
|
||||
COLOR_SPARE = (180, 160, 0)
|
||||
COLOR_BLOCK = (180, 70, 40)
|
||||
COLOR_WALL = (80, 90, 110)
|
||||
COLOR_ENEMY = (50, 200, 100)
|
||||
COLOR_BULLET = (0, 255, 255)
|
||||
|
||||
|
||||
def grid_to_iso(gx, gy, gz=0):
|
||||
@ -35,64 +29,109 @@ def grid_to_iso(gx, gy, gz=0):
|
||||
return iso_x, iso_y
|
||||
|
||||
|
||||
class Entity:
|
||||
# ==============================================================================
|
||||
# GENERADOR DE SPRITES AUTOMÁTICO (O Carga desde PNG si existen)
|
||||
# ==============================================================================
|
||||
def load_or_create_sprite(filename, create_func):
|
||||
"""Intenta cargar una imagen PNG. Si no existe, la crea dinámicamente."""
|
||||
try:
|
||||
image = pygame.image.load(filename).convert_alpha()
|
||||
return image
|
||||
except (pygame.error, FileNotFoundError):
|
||||
return create_func()
|
||||
|
||||
def __init__(self, gx, gy, color, is_solid=True):
|
||||
|
||||
def create_player_sprite():
|
||||
surf = pygame.Surface((64, 64), pygame.SRCALPHA)
|
||||
# Cuerpo principal Lasertron
|
||||
pygame.draw.ellipse(surf, (255, 200, 0), (16, 20, 32, 28))
|
||||
pygame.draw.ellipse(surf, (255, 255, 200), (20, 12, 24, 20))
|
||||
pygame.draw.circle(surf, (0, 200, 255), (32, 20), 6) # Visor
|
||||
# Cañón de disparo
|
||||
pygame.draw.rect(surf, (150, 150, 150), (30, 6, 4, 10))
|
||||
return surf
|
||||
|
||||
|
||||
def create_vortex_sprite():
|
||||
surf = pygame.Surface((64, 64), pygame.SRCALPHA)
|
||||
# Base pesada VORTEX
|
||||
pygame.draw.ellipse(surf, (180, 40, 40), (8, 24, 48, 30))
|
||||
pygame.draw.ellipse(surf, (220, 60, 60), (14, 16, 36, 22))
|
||||
pygame.draw.circle(surf, (255, 255, 255), (32, 24), 8)
|
||||
pygame.draw.circle(surf, (255, 0, 0), (32, 24), 4)
|
||||
return surf
|
||||
|
||||
|
||||
def create_block_sprite():
|
||||
surf = pygame.Surface((64, 64), pygame.SRCALPHA)
|
||||
# Cara superior
|
||||
pts_top = [(32, 8), (56, 20), (32, 32), (8, 20)]
|
||||
pygame.draw.polygon(surf, (210, 90, 50), pts_top)
|
||||
# Cara izquierda
|
||||
pts_left = [(8, 20), (32, 32), (32, 52), (8, 40)]
|
||||
pygame.draw.polygon(surf, (150, 60, 30), pts_left)
|
||||
# Cara derecha
|
||||
pts_right = [(32, 32), (56, 20), (56, 40), (32, 52)]
|
||||
pygame.draw.polygon(surf, (180, 75, 40), pts_right)
|
||||
# Bordes
|
||||
pygame.draw.polygon(surf, (255, 255, 255), pts_top, 1)
|
||||
return surf
|
||||
|
||||
|
||||
def create_enemy_sprite():
|
||||
surf = pygame.Surface((64, 64), pygame.SRCALPHA)
|
||||
# Dron Alienígena
|
||||
pygame.draw.ellipse(surf, (50, 220, 100), (12, 16, 40, 32))
|
||||
pygame.draw.circle(surf, (255, 0, 100), (32, 30), 8)
|
||||
pygame.draw.line(surf, (50, 220, 100), (20, 48), (12, 58), 3)
|
||||
pygame.draw.line(surf, (50, 220, 100), (44, 48), (52, 58), 3)
|
||||
return surf
|
||||
|
||||
|
||||
def create_bullet_sprite():
|
||||
surf = pygame.Surface((32, 32), pygame.SRCALPHA)
|
||||
pygame.draw.circle(surf, (0, 255, 255), (16, 16), 6)
|
||||
pygame.draw.circle(surf, (255, 255, 255), (16, 16), 3)
|
||||
return surf
|
||||
|
||||
|
||||
# ==============================================================================
|
||||
# CLASES DEL JUEGO
|
||||
# ==============================================================================
|
||||
class Entity:
|
||||
def __init__(self, gx, gy, sprite, is_solid=True):
|
||||
self.gx = float(gx)
|
||||
self.gy = float(gy)
|
||||
self.gz = 0
|
||||
self.color = color
|
||||
self.sprite = sprite
|
||||
self.is_solid = is_solid
|
||||
self.radius = 0.4
|
||||
self.height = 20
|
||||
|
||||
def draw(self, surface, camera_offset_x, camera_offset_y):
|
||||
screen_x, screen_y = grid_to_iso(self.gx, self.gy, self.gz)
|
||||
draw_x = screen_x + camera_offset_x
|
||||
draw_y = screen_y + camera_offset_y
|
||||
|
||||
points = [
|
||||
(draw_x, draw_y - self.height),
|
||||
(
|
||||
draw_x + TILE_WIDTH // 2,
|
||||
draw_y - self.height + TILE_HEIGHT // 2,
|
||||
),
|
||||
(draw_x, draw_y - self.height + TILE_HEIGHT),
|
||||
(
|
||||
draw_x - TILE_WIDTH // 2,
|
||||
draw_y - self.height + TILE_HEIGHT // 2,
|
||||
),
|
||||
]
|
||||
pygame.draw.polygon(surface, self.color, points)
|
||||
pygame.draw.polygon(surface, (255, 255, 255), points, 2)
|
||||
draw_x = screen_x + camera_offset_x - (self.sprite.get_width() // 2)
|
||||
draw_y = screen_y + camera_offset_y - (self.sprite.get_height() // 2)
|
||||
surface.blit(self.sprite, (draw_x, draw_y))
|
||||
|
||||
|
||||
class Bullet(Entity):
|
||||
|
||||
def __init__(self, gx, gy, dir_x, dir_y):
|
||||
super().__init__(gx, gy, COLOR_BULLET, is_solid=False)
|
||||
def __init__(self, gx, gy, dir_x, dir_y, sprite):
|
||||
super().__init__(gx, gy, sprite, is_solid=False)
|
||||
self.dir_x = dir_x
|
||||
self.dir_y = dir_y
|
||||
self.speed = 0.25
|
||||
self.height = 10
|
||||
self.alive = True
|
||||
|
||||
def update(self, entities):
|
||||
self.gx += self.dir_x * self.speed
|
||||
self.gy += self.dir_y * self.speed
|
||||
|
||||
# Comprobar límites
|
||||
if not (0 <= self.gx < GRID_SIZE_X and 0 <= self.gy < GRID_SIZE_Y):
|
||||
self.alive = False
|
||||
return
|
||||
|
||||
# Impacto con entidades
|
||||
for entity in entities:
|
||||
if entity != self and entity.is_solid:
|
||||
if (
|
||||
abs(entity.gx - self.gx) < 0.5
|
||||
and abs(entity.gy - self.gy) < 0.5
|
||||
):
|
||||
if abs(entity.gx - self.gx) < 0.5 and abs(entity.gy - self.gy) < 0.5:
|
||||
self.alive = False
|
||||
if isinstance(entity, (PushBlock, Enemy)):
|
||||
entity.health -= 1
|
||||
@ -100,10 +139,9 @@ class Bullet(Entity):
|
||||
|
||||
|
||||
class PushBlock(Entity):
|
||||
|
||||
def __init__(self, gx, gy):
|
||||
super().__init__(gx, gy, COLOR_BLOCK, is_solid=True)
|
||||
self.health = 2 # Se puede destruir tras 2 disparos
|
||||
def __init__(self, gx, gy, sprite):
|
||||
super().__init__(gx, gy, sprite, is_solid=True)
|
||||
self.health = 2
|
||||
|
||||
def push(self, dx, dy, entities):
|
||||
new_gx = self.gx + dx
|
||||
@ -114,10 +152,7 @@ class PushBlock(Entity):
|
||||
|
||||
for entity in entities:
|
||||
if entity != self and entity.is_solid:
|
||||
if (
|
||||
abs(entity.gx - new_gx) < 0.5
|
||||
and abs(entity.gy - new_gy) < 0.5
|
||||
):
|
||||
if abs(entity.gx - new_gx) < 0.5 and abs(entity.gy - new_gy) < 0.5:
|
||||
return False
|
||||
|
||||
self.gx = new_gx
|
||||
@ -126,9 +161,8 @@ class PushBlock(Entity):
|
||||
|
||||
|
||||
class Enemy(Entity):
|
||||
|
||||
def __init__(self, gx, gy):
|
||||
super().__init__(gx, gy, COLOR_ENEMY, is_solid=True)
|
||||
def __init__(self, gx, gy, sprite):
|
||||
super().__init__(gx, gy, sprite, is_solid=True)
|
||||
self.speed = 0.03
|
||||
self.direction = 1
|
||||
self.health = 1
|
||||
@ -136,7 +170,6 @@ class Enemy(Entity):
|
||||
def update(self, entities):
|
||||
target_gx = self.gx + (self.speed * self.direction)
|
||||
|
||||
# Rebotar en los bordes de la carretera
|
||||
if target_gx <= 0.5 or target_gx >= GRID_SIZE_X - 0.5:
|
||||
self.direction *= -1
|
||||
target_gx = self.gx + (self.speed * self.direction)
|
||||
@ -145,12 +178,12 @@ class Enemy(Entity):
|
||||
|
||||
|
||||
class Player(Entity):
|
||||
|
||||
def __init__(self, gx, gy):
|
||||
super().__init__(gx, gy, COLOR_PLAYER, is_solid=True)
|
||||
def __init__(self, gx, gy, sprite, bullet_sprite):
|
||||
super().__init__(gx, gy, sprite, is_solid=True)
|
||||
self.bullet_sprite = bullet_sprite
|
||||
self.speed = 0.09
|
||||
self.facing_x = 0.0
|
||||
self.facing_y = -1.0 # Mirando hacia adelante por defecto
|
||||
self.facing_y = -1.0
|
||||
self.shoot_cooldown = 0
|
||||
|
||||
def update(self, keys, entities, bullets):
|
||||
@ -165,7 +198,6 @@ class Player(Entity):
|
||||
dy += self.speed
|
||||
|
||||
if dx != 0 or dy != 0:
|
||||
# Actualizar la dirección en la que mira el jugador
|
||||
norm = math.sqrt(dx * dx + dy * dy)
|
||||
self.facing_x = dx / norm
|
||||
self.facing_y = dy / norm
|
||||
@ -177,17 +209,10 @@ class Player(Entity):
|
||||
blocked = False
|
||||
for entity in entities:
|
||||
if entity != self and entity.is_solid:
|
||||
if (
|
||||
abs(entity.gx - target_gx) < 0.5
|
||||
and abs(entity.gy - target_gy) < 0.5
|
||||
):
|
||||
if abs(entity.gx - target_gx) < 0.5 and abs(entity.gy - target_gy) < 0.5:
|
||||
if isinstance(entity, PushBlock):
|
||||
push_dx = (
|
||||
0.15 if dx > 0 else (-0.15 if dx < 0 else 0)
|
||||
)
|
||||
push_dy = (
|
||||
0.15 if dy > 0 else (-0.15 if dy < 0 else 0)
|
||||
)
|
||||
push_dx = 0.15 if dx > 0 else (-0.15 if dx < 0 else 0)
|
||||
push_dy = 0.15 if dy > 0 else (-0.15 if dy < 0 else 0)
|
||||
if not entity.push(push_dx, push_dy, entities):
|
||||
blocked = True
|
||||
else:
|
||||
@ -196,24 +221,19 @@ class Player(Entity):
|
||||
self.gx = target_gx
|
||||
self.gy = target_gy
|
||||
|
||||
# Gestión del enfriamiento de disparo
|
||||
if self.shoot_cooldown > 0:
|
||||
self.shoot_cooldown -= 1
|
||||
|
||||
# Disparar al pulsar la barra espaciadora
|
||||
if keys[pygame.K_SPACE] and self.shoot_cooldown == 0:
|
||||
# Generar la bala desplazada por delante del jugador para evitar la auto-colisión
|
||||
spawn_x = self.gx + (self.facing_x * 0.7)
|
||||
spawn_y = self.gy + (self.facing_y * 0.7)
|
||||
|
||||
bullets.append(Bullet(spawn_x, spawn_y, self.facing_x, self.facing_y))
|
||||
self.shoot_cooldown = 15 # Cadencia de tiro
|
||||
bullets.append(Bullet(spawn_x, spawn_y, self.facing_x, self.facing_y, self.bullet_sprite))
|
||||
self.shoot_cooldown = 15
|
||||
|
||||
|
||||
class Vortex(Entity):
|
||||
|
||||
def __init__(self, gx, gy):
|
||||
super().__init__(gx, gy, COLOR_VORTEX, is_solid=True)
|
||||
def __init__(self, gx, gy, sprite):
|
||||
super().__init__(gx, gy, sprite, is_solid=True)
|
||||
self.speed = 0.012
|
||||
|
||||
def update(self, entities):
|
||||
@ -222,10 +242,7 @@ class Vortex(Entity):
|
||||
blocked = False
|
||||
for entity in entities:
|
||||
if entity != self and entity.is_solid:
|
||||
if (
|
||||
abs(entity.gx - self.gx) < 0.6
|
||||
and abs(entity.gy - target_gy) < 0.6
|
||||
):
|
||||
if abs(entity.gx - self.gx) < 0.6 and abs(entity.gy - target_gy) < 0.6:
|
||||
blocked = True
|
||||
break
|
||||
|
||||
@ -234,53 +251,49 @@ class Vortex(Entity):
|
||||
|
||||
|
||||
class Game:
|
||||
|
||||
def __init__(self):
|
||||
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
|
||||
pygame.display.set_caption("Highway Encounter - Full Game")
|
||||
pygame.display.set_caption("Highway Encounter - PNG Sprites Version")
|
||||
self.clock = pygame.time.Clock()
|
||||
self.font = pygame.font.SysFont("monospace", 18, bold=True)
|
||||
|
||||
# Carga o Generación de Sprites
|
||||
self.spr_player = load_or_create_sprite("player.png", create_player_sprite)
|
||||
self.spr_vortex = load_or_create_sprite("vortex.png", create_vortex_sprite)
|
||||
self.spr_block = load_or_create_sprite("block.png", create_block_sprite)
|
||||
self.spr_enemy = load_or_create_sprite("enemy.png", create_enemy_sprite)
|
||||
self.spr_bullet = load_or_create_sprite("bullet.png", create_bullet_sprite)
|
||||
|
||||
self.lives = 4
|
||||
self.score = 0
|
||||
|
||||
self.reset_level()
|
||||
|
||||
def reset_level(self):
|
||||
self.vortex = Vortex(3.5, GRID_SIZE_Y - 5)
|
||||
self.player = Player(3.5, GRID_SIZE_Y - 8)
|
||||
self.vortex = Vortex(3.5, GRID_SIZE_Y - 5, self.spr_vortex)
|
||||
self.player = Player(3.5, GRID_SIZE_Y - 8, self.spr_player, self.spr_bullet)
|
||||
|
||||
self.entities = [self.vortex, self.player]
|
||||
self.bullets = []
|
||||
|
||||
# Crear escuadrón de reserva (Vidas restantes)
|
||||
self.spares = []
|
||||
for i in range(self.lives - 1):
|
||||
spare = Entity(
|
||||
3.5, GRID_SIZE_Y - 3 + (i * 1.2), COLOR_SPARE, is_solid=False
|
||||
)
|
||||
spare = Entity(3.5, GRID_SIZE_Y - 3 + (i * 1.2), self.spr_player, is_solid=False)
|
||||
self.spares.append(spare)
|
||||
|
||||
# Generar obstáculos y enemigos en la autopista
|
||||
for y in range(10, GRID_SIZE_Y - 15, 6):
|
||||
self.entities.append(PushBlock(y % GRID_SIZE_X, y))
|
||||
self.entities.append(PushBlock(y % GRID_SIZE_X, y, self.spr_block))
|
||||
if y % 12 == 0:
|
||||
self.entities.append(Enemy(3.5, y - 2))
|
||||
self.entities.append(Enemy(3.5, y - 2, self.spr_enemy))
|
||||
|
||||
def handle_collisions(self):
|
||||
# Muerte del jugador por contacto con enemigos
|
||||
for entity in self.entities:
|
||||
if isinstance(entity, Enemy):
|
||||
if (
|
||||
abs(entity.gx - self.player.gx) < 0.5
|
||||
and abs(entity.gy - self.player.gy) < 0.5
|
||||
):
|
||||
if abs(entity.gx - self.player.gx) < 0.5 and abs(entity.gy - self.player.gy) < 0.5:
|
||||
self.lives -= 1
|
||||
if self.lives > 0:
|
||||
self.reset_level()
|
||||
return
|
||||
|
||||
# Eliminar bloques/enemigos destruidos
|
||||
for entity in self.entities[:]:
|
||||
if hasattr(entity, "health") and entity.health <= 0:
|
||||
self.entities.remove(entity)
|
||||
@ -304,12 +317,8 @@ class Game:
|
||||
|
||||
if self.lives <= 0:
|
||||
self.screen.fill((0, 0, 0))
|
||||
msg = self.font.render(
|
||||
"GAME OVER - Press R to Restart", True, (255, 50, 50)
|
||||
)
|
||||
self.screen.blit(
|
||||
msg, (SCREEN_WIDTH // 2 - 150, SCREEN_HEIGHT // 2)
|
||||
)
|
||||
msg = self.font.render("GAME OVER - Press R to Restart", True, (255, 50, 50))
|
||||
self.screen.blit(msg, (SCREEN_WIDTH // 2 - 150, SCREEN_HEIGHT // 2))
|
||||
pygame.display.flip()
|
||||
|
||||
keys = pygame.key.get_pressed()
|
||||
@ -319,7 +328,6 @@ class Game:
|
||||
self.reset_level()
|
||||
continue
|
||||
|
||||
# Actualizaciones
|
||||
keys = pygame.key.get_pressed()
|
||||
self.player.update(keys, self.entities, self.bullets)
|
||||
self.vortex.update(self.entities)
|
||||
@ -335,45 +343,30 @@ class Game:
|
||||
|
||||
self.handle_collisions()
|
||||
|
||||
# Posicionamiento de cámara centrado en el jugador
|
||||
iso_x, iso_y = grid_to_iso(self.player.gx, self.player.gy)
|
||||
camera_offset_x = SCREEN_WIDTH // 2 - iso_x
|
||||
camera_offset_y = SCREEN_HEIGHT // 2 - iso_y + 100
|
||||
|
||||
# Renderizado
|
||||
self.screen.fill(COLOR_BG)
|
||||
|
||||
# Dibujar suelo
|
||||
for gy in range(0, GRID_SIZE_Y):
|
||||
for gx in range(0, GRID_SIZE_X):
|
||||
sx, sy = grid_to_iso(gx, gy)
|
||||
draw_x = sx + camera_offset_x
|
||||
draw_y = sy + camera_offset_y
|
||||
|
||||
if (
|
||||
-100 < draw_x < SCREEN_WIDTH + 100
|
||||
and -100 < draw_y < SCREEN_HEIGHT + 100
|
||||
):
|
||||
if -100 < draw_x < SCREEN_WIDTH + 100 and -100 < draw_y < SCREEN_HEIGHT + 100:
|
||||
pts = [
|
||||
(draw_x, draw_y),
|
||||
(
|
||||
draw_x + TILE_WIDTH // 2,
|
||||
draw_y + TILE_HEIGHT // 2,
|
||||
),
|
||||
(draw_x + TILE_WIDTH // 2, draw_y + TILE_HEIGHT // 2),
|
||||
(draw_x, draw_y + TILE_HEIGHT),
|
||||
(
|
||||
draw_x - TILE_WIDTH // 2,
|
||||
draw_y + TILE_HEIGHT // 2,
|
||||
),
|
||||
(draw_x - TILE_WIDTH // 2, draw_y + TILE_HEIGHT // 2),
|
||||
]
|
||||
pygame.draw.polygon(self.screen, COLOR_ROAD, pts)
|
||||
pygame.draw.polygon(self.screen, COLOR_GRID, pts, 1)
|
||||
|
||||
# Renderizado en orden de profundidad (Z-Sorting por Y)
|
||||
all_drawables = self.entities + self.bullets + self.spares
|
||||
sorted_entities = sorted(
|
||||
all_drawables, key=lambda e: e.gy, reverse=True
|
||||
)
|
||||
sorted_entities = sorted(all_drawables, key=lambda e: e.gy, reverse=True)
|
||||
for entity in sorted_entities:
|
||||
entity.draw(self.screen, camera_offset_x, camera_offset_y)
|
||||
|
||||
@ -385,5 +378,4 @@ class Game:
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
Game().run()
|
||||
|
||||
Game().run()
|
||||
BIN
img-versiones/version_1.0.png
Normal file
BIN
img-versiones/version_1.0.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 18 KiB |
Loading…
x
Reference in New Issue
Block a user