3er tipo enemigo y bloque morado solo se mueve con disparo
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8bfff12745
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af11922320
@ -21,12 +21,14 @@ COLOR_BG = (15, 15, 25)
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COLOR_ROAD = (50, 50, 65)
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COLOR_GRID = (30, 30, 45)
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# Paleta de Colores de Entidades
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# Paleta de Colores
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COLOR_YELLOW = (255, 215, 0)
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COLOR_WHITE = (240, 240, 240)
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COLOR_PURPLE = (100, 30, 140)
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COLOR_RED = (220, 40, 40)
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COLOR_BROWN = (139, 69, 19)
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COLOR_ORANGE = (255, 140, 0)
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COLOR_CYAN = (0, 200, 255)
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def grid_to_iso(gx, gy, gz=0):
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@ -44,7 +46,6 @@ def draw_isometric_prism(surface, color, width=40, height=35):
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w2 = width // 2
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h2 = width // 4
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# Cara Superior
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top_pts = [
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(cx, cy - height),
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(cx + w2, cy - height + h2),
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@ -52,7 +53,6 @@ def draw_isometric_prism(surface, color, width=40, height=35):
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(cx - w2, cy - height + h2),
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]
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# Cara Izquierda
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left_pts = [
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(cx - w2, cy - height + h2),
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(cx, cy - height + 2 * h2),
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@ -60,7 +60,6 @@ def draw_isometric_prism(surface, color, width=40, height=35):
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(cx - w2, cy + h2),
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]
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# Cara Derecha
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right_pts = [
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(cx, cy - height + 2 * h2),
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(cx + w2, cy - height + h2),
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@ -84,10 +83,8 @@ def draw_isometric_prism(surface, color, width=40, height=35):
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def create_placeholder_sprites():
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"""Crea las formas geométricas vectoriales solicitadas."""
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sprites = {}
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# 1. Jugador: Pirámide Amarilla
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surf_player = pygame.Surface((64, 64), pygame.SRCALPHA)
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base_pts = [(32, 48), (52, 38), (32, 28), (12, 38)]
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apex = (32, 8)
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@ -102,21 +99,23 @@ def create_placeholder_sprites():
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pygame.draw.line(surf_player, (50, 50, 0), apex, base_pts[0], 2)
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sprites["player"] = surf_player
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# 2. VORTEX: Cubo amarillo con bola encima
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surf_vortex = draw_isometric_prism(None, COLOR_YELLOW, width=38, height=25)
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pygame.draw.circle(surf_vortex, (255, 255, 200), (32, 12), 8)
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pygame.draw.circle(surf_vortex, (0, 0, 0), (32, 12), 8, 1)
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sprites["vortex"] = surf_vortex
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# 3. Bloque Empujable: Cubo Blanco
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sprites["block"] = draw_isometric_prism(None, COLOR_WHITE, width=40, height=25)
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# Bloques
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sprites["block_white"] = draw_isometric_prism(
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None, COLOR_WHITE, width=40, height=25
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)
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sprites["block_purple"] = draw_isometric_prism(
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None, COLOR_PURPLE, width=40, height=25
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)
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# 4. Enemigo Indestructible: Prisma Blanco
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# Enemigos
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sprites["enemy_indestructible"] = draw_isometric_prism(
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None, COLOR_WHITE, width=32, height=35
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)
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# 5. Enemigos Destructibles
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sprites["enemy_red"] = draw_isometric_prism(
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None, COLOR_RED, width=32, height=35
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)
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@ -126,8 +125,10 @@ def create_placeholder_sprites():
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sprites["enemy_orange"] = draw_isometric_prism(
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None, COLOR_ORANGE, width=32, height=35
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)
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sprites["enemy_diagonal"] = draw_isometric_prism(
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None, COLOR_CYAN, width=32, height=35
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)
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# 6. Proyectil
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surf_bullet = pygame.Surface((32, 32), pygame.SRCALPHA)
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pygame.draw.circle(surf_bullet, (0, 255, 255), (16, 16), 4)
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sprites["bullet"] = surf_bullet
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@ -171,9 +172,7 @@ class Entity:
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screen_x, screen_y = grid_to_iso(self.gx, self.gy, self.gz)
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sprite = sprite_mgr.get_sprite(self.sprite_name, self.filename)
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# Centrar horizontalmente respecto a la casilla
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draw_x = screen_x + camera_offset_x - (sprite.get_width() // 2)
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# Anclar en la BASE de la casilla (no en el centro) para que no se "hunda"
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draw_y = (
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screen_y + camera_offset_y - sprite.get_height() + (TILE_HEIGHT // 2)
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)
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@ -205,17 +204,22 @@ class Bullet(Entity):
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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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if isinstance(entity, PushBlock):
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if isinstance(entity, WhiteBlock):
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entity.health -= 1
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elif isinstance(entity, PurpleBlock):
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# El bloque morado es empujado por el disparo
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entity.push_by_bullet(self.dir_x, self.dir_y, entities)
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elif isinstance(entity, Enemy) and entity.destructible:
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entity.take_damage()
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break
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class PushBlock(Entity):
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class WhiteBlock(Entity):
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def __init__(self, gx, gy):
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super().__init__(gx, gy, "block", "block.png", is_solid=True)
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super().__init__(
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gx, gy, "block_white", "block_white.png", is_solid=True
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)
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self.health = 2
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def push(self, dx, dy, entities):
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@ -238,6 +242,37 @@ class PushBlock(Entity):
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return True
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class PurpleBlock(Entity):
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def __init__(self, gx, gy):
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super().__init__(
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gx, gy, "block_purple", "block_purple.png", is_solid=True
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)
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def push_by_bullet(self, dir_x, dir_y, entities):
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"""Se desplaza 1 casilla entera en la dirección del impacto del disparo."""
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step_x = 1 if dir_x > 0.3 else (-1 if dir_x < -0.3 else 0)
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step_y = 1 if dir_y > 0.3 else (-1 if dir_y < -0.3 else 0)
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new_gx = self.gx + step_x
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new_gy = self.gy + step_y
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if not (0 <= new_gx < GRID_SIZE_X and 0 <= new_gy < GRID_SIZE_Y):
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return False
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for entity in entities:
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if entity != self and entity.is_solid:
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if (
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abs(entity.gx - new_gx) < 0.6
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and abs(entity.gy - new_gy) < 0.6
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):
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return False
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self.gx = new_gx
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self.gy = new_gy
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return True
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class Enemy(Entity):
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def __init__(self, gx, gy, destructible=True):
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@ -277,6 +312,44 @@ class Enemy(Entity):
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self.gx = target_gx
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class DiagonalEnemy(Enemy):
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def __init__(self, gx, gy):
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super().__init__(gx, gy, destructible=False)
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self.sprite_name = "enemy_diagonal"
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self.speed_x = 0.035
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self.speed_y = 0.035
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self.dir_x = 1
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self.dir_y = 1
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self.min_y = gy - 6
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self.max_y = gy + 6
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def update(self, entities):
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target_gx = self.gx + (self.speed_x * self.dir_x)
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target_gy = self.gy + (self.speed_y * self.dir_y)
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if target_gx <= 0.5 or target_gx >= GRID_SIZE_X - 0.5:
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self.dir_x *= -1
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target_gx = self.gx + (self.speed_x * self.dir_x)
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if target_gy <= self.min_y or target_gy >= self.max_y:
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self.dir_y *= -1
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target_gy = self.gy + (self.speed_y * self.dir_y)
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for entity in entities:
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if entity != self and entity.is_solid:
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if (
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abs(entity.gx - target_gx) < 0.6
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and abs(entity.gy - target_gy) < 0.6
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):
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self.dir_x *= -1
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self.dir_y *= -1
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return
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self.gx = target_gx
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self.gy = target_gy
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class Player(Entity):
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def __init__(self, gx, gy):
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@ -313,7 +386,8 @@ class Player(Entity):
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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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# Bloque Blanco: Se empuja caminando
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if isinstance(entity, WhiteBlock):
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push_dx = (
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0.15 if dx > 0 else (-0.15 if dx < 0 else 0)
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)
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@ -322,6 +396,7 @@ class Player(Entity):
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)
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if not entity.push(push_dx, push_dy, entities):
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blocked = True
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# Bloque Morado y otros elementos: Bloquean el movimiento del jugador
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else:
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blocked = True
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if not blocked:
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@ -367,13 +442,15 @@ class Game:
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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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pygame.display.set_caption("Highway Encounter - Fixed Collision & Life System")
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pygame.display.set_caption("Highway Encounter - Isometric Edition")
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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.big_font = pygame.font.SysFont("monospace", 32, bold=True)
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self.sprite_mgr = SpriteManager()
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self.lives = 4
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self.score = 0
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self.won = False
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self.reset_level()
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@ -395,10 +472,15 @@ class Game:
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)
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self.spares.append(spare)
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# Generar mapa balanceado con bloques blancos y morados
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for y in range(10, GRID_SIZE_Y - 12):
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# Alternar entre bloques Blancos (empujables) y Morados (desplazados por disparos)
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if y % 6 == 0:
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lane = (y * 3) % GRID_SIZE_X
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self.entities.append(PushBlock(lane, y))
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if (y // 6) % 2 == 0:
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self.entities.append(WhiteBlock(lane, y))
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else:
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self.entities.append(PurpleBlock(lane, y))
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if y % 14 == 0:
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self.entities.append(Enemy(2.0, y, destructible=True))
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@ -406,8 +488,10 @@ class Game:
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if y % 20 == 0:
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self.entities.append(Enemy(5.0, y, destructible=False))
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if y % 25 == 0:
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self.entities.append(DiagonalEnemy(3.5, y))
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def handle_collisions(self):
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# Detección precisa de colisión entre enemigos, jugador y VORTEX
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for entity in self.entities:
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if isinstance(entity, Enemy):
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player_hit = (
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@ -420,9 +504,9 @@ class Game:
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)
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if player_hit or vortex_hit:
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return True # Devuelve True si hubo un impacto directo
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return True
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# Limpiar bloques destruidos y enemigos muertos
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# Eliminar bloques blancos destruidos y enemigos abatidos
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for entity in self.entities[:]:
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if hasattr(entity, "health") and entity.health <= 0:
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self.entities.remove(entity)
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@ -431,7 +515,7 @@ class Game:
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return False
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def draw_hud(self):
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zone = int((GRID_SIZE_Y - self.vortex.gy) / 4)
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zone = max(0, int((self.vortex.gy - 10) / 4))
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hud_text = f"ZONE: {zone:02d} | LIVES: {self.lives} | SCORE: {self.score:06d}"
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text_surface = self.font.render(hud_text, True, (255, 255, 255))
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pygame.draw.rect(self.screen, (0, 0, 0), (0, 0, SCREEN_WIDTH, 40))
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@ -446,6 +530,37 @@ class Game:
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if event.type == pygame.QUIT:
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running = False
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if self.won:
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self.screen.fill((10, 30, 20))
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title = self.big_font.render(
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"¡MISIÓN CUMPLIDA!", True, (100, 255, 100)
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)
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subtitle = self.font.render(
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"El VORTEX ha llegado con éxito a la base.",
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True,
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(220, 255, 220),
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)
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score_msg = self.font.render(
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f"Puntuación Final: {self.score:06d}", True, (255, 215, 0)
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)
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restart_msg = self.font.render(
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"Pulsa R para volver a jugar", True, (200, 200, 200)
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)
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self.screen.blit(title, (SCREEN_WIDTH // 2 - 170, 200))
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self.screen.blit(subtitle, (SCREEN_WIDTH // 2 - 210, 260))
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self.screen.blit(score_msg, (SCREEN_WIDTH // 2 - 130, 310))
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self.screen.blit(restart_msg, (SCREEN_WIDTH // 2 - 150, 380))
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pygame.display.flip()
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keys = pygame.key.get_pressed()
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if keys[pygame.K_r]:
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self.lives = 4
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self.score = 0
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self.won = False
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self.reset_level()
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continue
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if self.lives <= 0:
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self.screen.fill((0, 0, 0))
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msg = self.font.render(
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@ -460,6 +575,7 @@ class Game:
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if keys[pygame.K_r]:
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self.lives = 4
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self.score = 0
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self.won = False
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self.reset_level()
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continue
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@ -467,6 +583,11 @@ class Game:
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self.player.update(keys, self.entities, self.bullets)
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self.vortex.update(self.entities)
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if self.vortex.gy <= 10:
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self.won = True
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self.score += 5000
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continue
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for entity in self.entities:
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if isinstance(entity, Enemy):
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entity.update(self.entities)
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@ -476,12 +597,11 @@ class Game:
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if not bullet.alive:
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self.bullets.remove(bullet)
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# Verificar colisión y procesar pérdida de vida
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if self.handle_collisions():
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self.lives -= 1
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if self.lives > 0:
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self.reset_level()
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continue # Reinicia el ciclo sin renderizar el estado fallido
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continue
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iso_x, iso_y = grid_to_iso(self.player.gx, self.player.gy)
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camera_offset_x = SCREEN_WIDTH // 2 - iso_x
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@ -515,9 +635,7 @@ class Game:
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pygame.draw.polygon(self.screen, COLOR_GRID, pts, 1)
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all_drawables = self.entities + self.bullets + self.spares
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sorted_entities = sorted(
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all_drawables, key=lambda e: e.gy + e.gx
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)
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sorted_entities = sorted(all_drawables, key=lambda e: e.gy + e.gx)
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for entity in sorted_entities:
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entity.draw(
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self.screen, camera_offset_x, camera_offset_y, self.sprite_mgr
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BIN
img-versiones/version_4.0.png
Normal file
BIN
img-versiones/version_4.0.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 18 KiB |
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