Bloques en 3D y volumen
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parent
ce640e1d93
commit
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@ -1,7 +1,8 @@
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import math
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import sys
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import sys
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import math
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import pygame
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import pygame
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# Inicialización de Pygame
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pygame.init()
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pygame.init()
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# Configuración de pantalla
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# Configuración de pantalla
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@ -13,19 +14,12 @@ FPS = 60
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TILE_WIDTH = 64
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TILE_WIDTH = 64
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TILE_HEIGHT = 32
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TILE_HEIGHT = 32
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GRID_SIZE_X = 8
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GRID_SIZE_X = 8
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GRID_SIZE_Y = 120 # Distancia total de la autopista
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GRID_SIZE_Y = 120
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# Paleta de Colores
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# Colores de apoyo
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COLOR_BG = (15, 15, 25)
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COLOR_BG = (15, 15, 25)
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COLOR_ROAD = (50, 50, 65)
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COLOR_ROAD = (50, 50, 65)
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COLOR_GRID = (30, 30, 45)
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COLOR_GRID = (30, 30, 45)
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COLOR_VORTEX = (220, 50, 50)
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COLOR_PLAYER = (255, 220, 0)
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COLOR_SPARE = (180, 160, 0)
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COLOR_BLOCK = (180, 70, 40)
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COLOR_WALL = (80, 90, 110)
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COLOR_ENEMY = (50, 200, 100)
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COLOR_BULLET = (0, 255, 255)
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def grid_to_iso(gx, gy, gz=0):
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def grid_to_iso(gx, gy, gz=0):
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@ -35,64 +29,109 @@ def grid_to_iso(gx, gy, gz=0):
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return iso_x, iso_y
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return iso_x, iso_y
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class Entity:
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# ==============================================================================
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# GENERADOR DE SPRITES AUTOMÁTICO (O Carga desde PNG si existen)
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# ==============================================================================
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def load_or_create_sprite(filename, create_func):
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"""Intenta cargar una imagen PNG. Si no existe, la crea dinámicamente."""
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try:
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image = pygame.image.load(filename).convert_alpha()
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return image
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except (pygame.error, FileNotFoundError):
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return create_func()
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def __init__(self, gx, gy, color, is_solid=True):
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def create_player_sprite():
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surf = pygame.Surface((64, 64), pygame.SRCALPHA)
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# Cuerpo principal Lasertron
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pygame.draw.ellipse(surf, (255, 200, 0), (16, 20, 32, 28))
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pygame.draw.ellipse(surf, (255, 255, 200), (20, 12, 24, 20))
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pygame.draw.circle(surf, (0, 200, 255), (32, 20), 6) # Visor
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# Cañón de disparo
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pygame.draw.rect(surf, (150, 150, 150), (30, 6, 4, 10))
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return surf
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def create_vortex_sprite():
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surf = pygame.Surface((64, 64), pygame.SRCALPHA)
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# Base pesada VORTEX
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pygame.draw.ellipse(surf, (180, 40, 40), (8, 24, 48, 30))
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pygame.draw.ellipse(surf, (220, 60, 60), (14, 16, 36, 22))
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pygame.draw.circle(surf, (255, 255, 255), (32, 24), 8)
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pygame.draw.circle(surf, (255, 0, 0), (32, 24), 4)
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return surf
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def create_block_sprite():
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surf = pygame.Surface((64, 64), pygame.SRCALPHA)
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# Cara superior
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pts_top = [(32, 8), (56, 20), (32, 32), (8, 20)]
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pygame.draw.polygon(surf, (210, 90, 50), pts_top)
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# Cara izquierda
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pts_left = [(8, 20), (32, 32), (32, 52), (8, 40)]
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pygame.draw.polygon(surf, (150, 60, 30), pts_left)
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# Cara derecha
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pts_right = [(32, 32), (56, 20), (56, 40), (32, 52)]
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pygame.draw.polygon(surf, (180, 75, 40), pts_right)
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# Bordes
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pygame.draw.polygon(surf, (255, 255, 255), pts_top, 1)
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return surf
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def create_enemy_sprite():
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surf = pygame.Surface((64, 64), pygame.SRCALPHA)
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# Dron Alienígena
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pygame.draw.ellipse(surf, (50, 220, 100), (12, 16, 40, 32))
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pygame.draw.circle(surf, (255, 0, 100), (32, 30), 8)
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pygame.draw.line(surf, (50, 220, 100), (20, 48), (12, 58), 3)
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pygame.draw.line(surf, (50, 220, 100), (44, 48), (52, 58), 3)
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return surf
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def create_bullet_sprite():
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surf = pygame.Surface((32, 32), pygame.SRCALPHA)
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pygame.draw.circle(surf, (0, 255, 255), (16, 16), 6)
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pygame.draw.circle(surf, (255, 255, 255), (16, 16), 3)
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return surf
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# ==============================================================================
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# CLASES DEL JUEGO
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# ==============================================================================
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class Entity:
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def __init__(self, gx, gy, sprite, is_solid=True):
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self.gx = float(gx)
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self.gx = float(gx)
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self.gy = float(gy)
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self.gy = float(gy)
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self.gz = 0
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self.gz = 0
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self.color = color
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self.sprite = sprite
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self.is_solid = is_solid
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self.is_solid = is_solid
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self.radius = 0.4
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self.height = 20
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def draw(self, surface, camera_offset_x, camera_offset_y):
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def draw(self, surface, camera_offset_x, camera_offset_y):
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screen_x, screen_y = grid_to_iso(self.gx, self.gy, self.gz)
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screen_x, screen_y = grid_to_iso(self.gx, self.gy, self.gz)
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draw_x = screen_x + camera_offset_x
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draw_x = screen_x + camera_offset_x - (self.sprite.get_width() // 2)
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draw_y = screen_y + camera_offset_y
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draw_y = screen_y + camera_offset_y - (self.sprite.get_height() // 2)
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surface.blit(self.sprite, (draw_x, draw_y))
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points = [
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(draw_x, draw_y - self.height),
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(
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draw_x + TILE_WIDTH // 2,
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draw_y - self.height + TILE_HEIGHT // 2,
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),
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(draw_x, draw_y - self.height + TILE_HEIGHT),
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(
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draw_x - TILE_WIDTH // 2,
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draw_y - self.height + TILE_HEIGHT // 2,
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),
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]
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pygame.draw.polygon(surface, self.color, points)
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pygame.draw.polygon(surface, (255, 255, 255), points, 2)
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class Bullet(Entity):
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class Bullet(Entity):
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def __init__(self, gx, gy, dir_x, dir_y, sprite):
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def __init__(self, gx, gy, dir_x, dir_y):
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super().__init__(gx, gy, sprite, is_solid=False)
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super().__init__(gx, gy, COLOR_BULLET, is_solid=False)
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self.dir_x = dir_x
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self.dir_x = dir_x
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self.dir_y = dir_y
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self.dir_y = dir_y
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self.speed = 0.25
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self.speed = 0.25
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self.height = 10
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self.alive = True
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self.alive = True
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def update(self, entities):
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def update(self, entities):
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self.gx += self.dir_x * self.speed
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self.gx += self.dir_x * self.speed
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self.gy += self.dir_y * self.speed
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self.gy += self.dir_y * self.speed
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# Comprobar límites
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if not (0 <= self.gx < GRID_SIZE_X and 0 <= self.gy < GRID_SIZE_Y):
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if not (0 <= self.gx < GRID_SIZE_X and 0 <= self.gy < GRID_SIZE_Y):
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self.alive = False
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self.alive = False
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return
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return
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# Impacto con entidades
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for entity in entities:
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for entity in entities:
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if entity != self and entity.is_solid:
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if entity != self and entity.is_solid:
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if (
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if abs(entity.gx - self.gx) < 0.5 and abs(entity.gy - self.gy) < 0.5:
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abs(entity.gx - self.gx) < 0.5
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and abs(entity.gy - self.gy) < 0.5
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):
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self.alive = False
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self.alive = False
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if isinstance(entity, (PushBlock, Enemy)):
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if isinstance(entity, (PushBlock, Enemy)):
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entity.health -= 1
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entity.health -= 1
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@ -100,10 +139,9 @@ class Bullet(Entity):
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class PushBlock(Entity):
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class PushBlock(Entity):
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def __init__(self, gx, gy, sprite):
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def __init__(self, gx, gy):
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super().__init__(gx, gy, sprite, is_solid=True)
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super().__init__(gx, gy, COLOR_BLOCK, is_solid=True)
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self.health = 2
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self.health = 2 # Se puede destruir tras 2 disparos
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def push(self, dx, dy, entities):
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def push(self, dx, dy, entities):
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new_gx = self.gx + dx
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new_gx = self.gx + dx
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@ -114,10 +152,7 @@ class PushBlock(Entity):
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for entity in entities:
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for entity in entities:
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if entity != self and entity.is_solid:
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if entity != self and entity.is_solid:
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if (
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if abs(entity.gx - new_gx) < 0.5 and abs(entity.gy - new_gy) < 0.5:
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abs(entity.gx - new_gx) < 0.5
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and abs(entity.gy - new_gy) < 0.5
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):
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return False
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return False
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self.gx = new_gx
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self.gx = new_gx
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@ -126,9 +161,8 @@ class PushBlock(Entity):
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class Enemy(Entity):
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class Enemy(Entity):
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def __init__(self, gx, gy, sprite):
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def __init__(self, gx, gy):
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super().__init__(gx, gy, sprite, is_solid=True)
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super().__init__(gx, gy, COLOR_ENEMY, is_solid=True)
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self.speed = 0.03
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self.speed = 0.03
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self.direction = 1
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self.direction = 1
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self.health = 1
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self.health = 1
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@ -136,7 +170,6 @@ class Enemy(Entity):
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def update(self, entities):
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def update(self, entities):
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target_gx = self.gx + (self.speed * self.direction)
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target_gx = self.gx + (self.speed * self.direction)
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# Rebotar en los bordes de la carretera
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if target_gx <= 0.5 or target_gx >= GRID_SIZE_X - 0.5:
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if target_gx <= 0.5 or target_gx >= GRID_SIZE_X - 0.5:
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self.direction *= -1
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self.direction *= -1
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target_gx = self.gx + (self.speed * self.direction)
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target_gx = self.gx + (self.speed * self.direction)
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@ -145,12 +178,12 @@ class Enemy(Entity):
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class Player(Entity):
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class Player(Entity):
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def __init__(self, gx, gy, sprite, bullet_sprite):
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def __init__(self, gx, gy):
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super().__init__(gx, gy, sprite, is_solid=True)
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super().__init__(gx, gy, COLOR_PLAYER, is_solid=True)
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self.bullet_sprite = bullet_sprite
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self.speed = 0.09
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self.speed = 0.09
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self.facing_x = 0.0
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self.facing_x = 0.0
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self.facing_y = -1.0 # Mirando hacia adelante por defecto
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self.facing_y = -1.0
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self.shoot_cooldown = 0
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self.shoot_cooldown = 0
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def update(self, keys, entities, bullets):
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def update(self, keys, entities, bullets):
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@ -165,7 +198,6 @@ class Player(Entity):
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dy += self.speed
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dy += self.speed
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if dx != 0 or dy != 0:
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if dx != 0 or dy != 0:
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# Actualizar la dirección en la que mira el jugador
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norm = math.sqrt(dx * dx + dy * dy)
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norm = math.sqrt(dx * dx + dy * dy)
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self.facing_x = dx / norm
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self.facing_x = dx / norm
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self.facing_y = dy / norm
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self.facing_y = dy / norm
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@ -177,17 +209,10 @@ class Player(Entity):
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blocked = False
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blocked = False
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for entity in entities:
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for entity in entities:
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if entity != self and entity.is_solid:
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if entity != self and entity.is_solid:
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if (
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if abs(entity.gx - target_gx) < 0.5 and abs(entity.gy - target_gy) < 0.5:
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abs(entity.gx - target_gx) < 0.5
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and abs(entity.gy - target_gy) < 0.5
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):
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if isinstance(entity, PushBlock):
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if isinstance(entity, PushBlock):
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push_dx = (
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push_dx = 0.15 if dx > 0 else (-0.15 if dx < 0 else 0)
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0.15 if dx > 0 else (-0.15 if dx < 0 else 0)
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push_dy = 0.15 if dy > 0 else (-0.15 if dy < 0 else 0)
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)
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push_dy = (
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0.15 if dy > 0 else (-0.15 if dy < 0 else 0)
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)
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if not entity.push(push_dx, push_dy, entities):
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if not entity.push(push_dx, push_dy, entities):
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blocked = True
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blocked = True
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else:
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else:
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@ -196,24 +221,19 @@ class Player(Entity):
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self.gx = target_gx
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self.gx = target_gx
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self.gy = target_gy
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self.gy = target_gy
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# Gestión del enfriamiento de disparo
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if self.shoot_cooldown > 0:
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if self.shoot_cooldown > 0:
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self.shoot_cooldown -= 1
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self.shoot_cooldown -= 1
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# Disparar al pulsar la barra espaciadora
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if keys[pygame.K_SPACE] and self.shoot_cooldown == 0:
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if keys[pygame.K_SPACE] and self.shoot_cooldown == 0:
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# Generar la bala desplazada por delante del jugador para evitar la auto-colisión
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spawn_x = self.gx + (self.facing_x * 0.7)
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spawn_x = self.gx + (self.facing_x * 0.7)
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spawn_y = self.gy + (self.facing_y * 0.7)
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spawn_y = self.gy + (self.facing_y * 0.7)
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bullets.append(Bullet(spawn_x, spawn_y, self.facing_x, self.facing_y, self.bullet_sprite))
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bullets.append(Bullet(spawn_x, spawn_y, self.facing_x, self.facing_y))
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self.shoot_cooldown = 15
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self.shoot_cooldown = 15 # Cadencia de tiro
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class Vortex(Entity):
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class Vortex(Entity):
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def __init__(self, gx, gy, sprite):
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def __init__(self, gx, gy):
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super().__init__(gx, gy, sprite, is_solid=True)
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super().__init__(gx, gy, COLOR_VORTEX, is_solid=True)
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self.speed = 0.012
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self.speed = 0.012
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def update(self, entities):
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def update(self, entities):
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@ -222,10 +242,7 @@ class Vortex(Entity):
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blocked = False
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blocked = False
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for entity in entities:
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for entity in entities:
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if entity != self and entity.is_solid:
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if entity != self and entity.is_solid:
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if (
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if abs(entity.gx - self.gx) < 0.6 and abs(entity.gy - target_gy) < 0.6:
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abs(entity.gx - self.gx) < 0.6
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and abs(entity.gy - target_gy) < 0.6
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):
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blocked = True
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blocked = True
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break
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break
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@ -234,53 +251,49 @@ class Vortex(Entity):
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class Game:
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class Game:
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def __init__(self):
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def __init__(self):
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self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption("Highway Encounter - Full Game")
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pygame.display.set_caption("Highway Encounter - PNG Sprites Version")
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self.clock = pygame.time.Clock()
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self.clock = pygame.time.Clock()
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self.font = pygame.font.SysFont("monospace", 18, bold=True)
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self.font = pygame.font.SysFont("monospace", 18, bold=True)
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# Carga o Generación de Sprites
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self.spr_player = load_or_create_sprite("player.png", create_player_sprite)
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self.spr_vortex = load_or_create_sprite("vortex.png", create_vortex_sprite)
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self.spr_block = load_or_create_sprite("block.png", create_block_sprite)
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||||||
|
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.lives = 4
|
||||||
self.score = 0
|
self.score = 0
|
||||||
|
|
||||||
self.reset_level()
|
self.reset_level()
|
||||||
|
|
||||||
def reset_level(self):
|
def reset_level(self):
|
||||||
self.vortex = Vortex(3.5, GRID_SIZE_Y - 5)
|
self.vortex = Vortex(3.5, GRID_SIZE_Y - 5, self.spr_vortex)
|
||||||
self.player = Player(3.5, GRID_SIZE_Y - 8)
|
self.player = Player(3.5, GRID_SIZE_Y - 8, self.spr_player, self.spr_bullet)
|
||||||
|
|
||||||
self.entities = [self.vortex, self.player]
|
self.entities = [self.vortex, self.player]
|
||||||
self.bullets = []
|
self.bullets = []
|
||||||
|
|
||||||
# Crear escuadrón de reserva (Vidas restantes)
|
|
||||||
self.spares = []
|
self.spares = []
|
||||||
for i in range(self.lives - 1):
|
for i in range(self.lives - 1):
|
||||||
spare = Entity(
|
spare = Entity(3.5, GRID_SIZE_Y - 3 + (i * 1.2), self.spr_player, is_solid=False)
|
||||||
3.5, GRID_SIZE_Y - 3 + (i * 1.2), COLOR_SPARE, is_solid=False
|
|
||||||
)
|
|
||||||
self.spares.append(spare)
|
self.spares.append(spare)
|
||||||
|
|
||||||
# Generar obstáculos y enemigos en la autopista
|
|
||||||
for y in range(10, GRID_SIZE_Y - 15, 6):
|
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:
|
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):
|
def handle_collisions(self):
|
||||||
# Muerte del jugador por contacto con enemigos
|
|
||||||
for entity in self.entities:
|
for entity in self.entities:
|
||||||
if isinstance(entity, Enemy):
|
if isinstance(entity, Enemy):
|
||||||
if (
|
if abs(entity.gx - self.player.gx) < 0.5 and abs(entity.gy - self.player.gy) < 0.5:
|
||||||
abs(entity.gx - self.player.gx) < 0.5
|
|
||||||
and abs(entity.gy - self.player.gy) < 0.5
|
|
||||||
):
|
|
||||||
self.lives -= 1
|
self.lives -= 1
|
||||||
if self.lives > 0:
|
if self.lives > 0:
|
||||||
self.reset_level()
|
self.reset_level()
|
||||||
return
|
return
|
||||||
|
|
||||||
# Eliminar bloques/enemigos destruidos
|
|
||||||
for entity in self.entities[:]:
|
for entity in self.entities[:]:
|
||||||
if hasattr(entity, "health") and entity.health <= 0:
|
if hasattr(entity, "health") and entity.health <= 0:
|
||||||
self.entities.remove(entity)
|
self.entities.remove(entity)
|
||||||
@ -304,12 +317,8 @@ class Game:
|
|||||||
|
|
||||||
if self.lives <= 0:
|
if self.lives <= 0:
|
||||||
self.screen.fill((0, 0, 0))
|
self.screen.fill((0, 0, 0))
|
||||||
msg = self.font.render(
|
msg = self.font.render("GAME OVER - Press R to Restart", True, (255, 50, 50))
|
||||||
"GAME OVER - Press R to Restart", True, (255, 50, 50)
|
self.screen.blit(msg, (SCREEN_WIDTH // 2 - 150, SCREEN_HEIGHT // 2))
|
||||||
)
|
|
||||||
self.screen.blit(
|
|
||||||
msg, (SCREEN_WIDTH // 2 - 150, SCREEN_HEIGHT // 2)
|
|
||||||
)
|
|
||||||
pygame.display.flip()
|
pygame.display.flip()
|
||||||
|
|
||||||
keys = pygame.key.get_pressed()
|
keys = pygame.key.get_pressed()
|
||||||
@ -319,7 +328,6 @@ class Game:
|
|||||||
self.reset_level()
|
self.reset_level()
|
||||||
continue
|
continue
|
||||||
|
|
||||||
# Actualizaciones
|
|
||||||
keys = pygame.key.get_pressed()
|
keys = pygame.key.get_pressed()
|
||||||
self.player.update(keys, self.entities, self.bullets)
|
self.player.update(keys, self.entities, self.bullets)
|
||||||
self.vortex.update(self.entities)
|
self.vortex.update(self.entities)
|
||||||
@ -335,45 +343,30 @@ class Game:
|
|||||||
|
|
||||||
self.handle_collisions()
|
self.handle_collisions()
|
||||||
|
|
||||||
# Posicionamiento de cámara centrado en el jugador
|
|
||||||
iso_x, iso_y = grid_to_iso(self.player.gx, self.player.gy)
|
iso_x, iso_y = grid_to_iso(self.player.gx, self.player.gy)
|
||||||
camera_offset_x = SCREEN_WIDTH // 2 - iso_x
|
camera_offset_x = SCREEN_WIDTH // 2 - iso_x
|
||||||
camera_offset_y = SCREEN_HEIGHT // 2 - iso_y + 100
|
camera_offset_y = SCREEN_HEIGHT // 2 - iso_y + 100
|
||||||
|
|
||||||
# Renderizado
|
|
||||||
self.screen.fill(COLOR_BG)
|
self.screen.fill(COLOR_BG)
|
||||||
|
|
||||||
# Dibujar suelo
|
|
||||||
for gy in range(0, GRID_SIZE_Y):
|
for gy in range(0, GRID_SIZE_Y):
|
||||||
for gx in range(0, GRID_SIZE_X):
|
for gx in range(0, GRID_SIZE_X):
|
||||||
sx, sy = grid_to_iso(gx, gy)
|
sx, sy = grid_to_iso(gx, gy)
|
||||||
draw_x = sx + camera_offset_x
|
draw_x = sx + camera_offset_x
|
||||||
draw_y = sy + camera_offset_y
|
draw_y = sy + camera_offset_y
|
||||||
|
|
||||||
if (
|
if -100 < draw_x < SCREEN_WIDTH + 100 and -100 < draw_y < SCREEN_HEIGHT + 100:
|
||||||
-100 < draw_x < SCREEN_WIDTH + 100
|
|
||||||
and -100 < draw_y < SCREEN_HEIGHT + 100
|
|
||||||
):
|
|
||||||
pts = [
|
pts = [
|
||||||
(draw_x, draw_y),
|
(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, 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_ROAD, pts)
|
||||||
pygame.draw.polygon(self.screen, COLOR_GRID, pts, 1)
|
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
|
all_drawables = self.entities + self.bullets + self.spares
|
||||||
sorted_entities = sorted(
|
sorted_entities = sorted(all_drawables, key=lambda e: e.gy, reverse=True)
|
||||||
all_drawables, key=lambda e: e.gy, reverse=True
|
|
||||||
)
|
|
||||||
for entity in sorted_entities:
|
for entity in sorted_entities:
|
||||||
entity.draw(self.screen, camera_offset_x, camera_offset_y)
|
entity.draw(self.screen, camera_offset_x, camera_offset_y)
|
||||||
|
|
||||||
@ -386,4 +379,3 @@ class Game:
|
|||||||
|
|
||||||
if __name__ == "__main__":
|
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…
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Reference in New Issue
Block a user