Ajuste de colision y vidas
This commit is contained in:
parent
b25d67788e
commit
cd43dc8e3e
@ -68,7 +68,6 @@ def draw_isometric_prism(surface, color, width=40, height=35):
|
||||
(cx, cy + 2 * h2),
|
||||
]
|
||||
|
||||
# Sombra/Sombreado para volumen
|
||||
c_top = color
|
||||
c_left = tuple(max(0, c - 40) for c in color)
|
||||
c_right = tuple(max(0, c - 70) for c in color)
|
||||
@ -77,7 +76,6 @@ def draw_isometric_prism(surface, color, width=40, height=35):
|
||||
pygame.draw.polygon(surf, c_left, left_pts)
|
||||
pygame.draw.polygon(surf, c_right, right_pts)
|
||||
|
||||
# Bordes para definición
|
||||
pygame.draw.polygon(surf, (20, 20, 20), top_pts, 1)
|
||||
pygame.draw.polygon(surf, (20, 20, 20), left_pts, 1)
|
||||
pygame.draw.polygon(surf, (20, 20, 20), right_pts, 1)
|
||||
@ -94,20 +92,18 @@ def create_placeholder_sprites():
|
||||
base_pts = [(32, 48), (52, 38), (32, 28), (12, 38)]
|
||||
apex = (32, 8)
|
||||
|
||||
# Caras de la pirámide
|
||||
pygame.draw.polygon(
|
||||
surf_player, (200, 160, 0), [base_pts[3], base_pts[0], apex]
|
||||
) # Izquierda
|
||||
)
|
||||
pygame.draw.polygon(
|
||||
surf_player, (255, 215, 0), [base_pts[0], base_pts[1], apex]
|
||||
) # Derecha
|
||||
pygame.draw.polygon(surf_player, (255, 235, 100), base_pts) # Base
|
||||
)
|
||||
pygame.draw.polygon(surf_player, (255, 235, 100), base_pts)
|
||||
pygame.draw.line(surf_player, (50, 50, 0), apex, base_pts[0], 2)
|
||||
sprites["player"] = surf_player
|
||||
|
||||
# 2. VORTEX: Cubo amarillo con "bola" encima
|
||||
# 2. VORTEX: Cubo amarillo con bola encima
|
||||
surf_vortex = draw_isometric_prism(None, COLOR_YELLOW, width=38, height=25)
|
||||
# Bola superior
|
||||
pygame.draw.circle(surf_vortex, (255, 255, 200), (32, 12), 8)
|
||||
pygame.draw.circle(surf_vortex, (0, 0, 0), (32, 12), 8, 1)
|
||||
sprites["vortex"] = surf_vortex
|
||||
@ -120,7 +116,7 @@ def create_placeholder_sprites():
|
||||
None, COLOR_WHITE, width=32, height=35
|
||||
)
|
||||
|
||||
# 5. Enemigos Destructibles (Prismas por estado de vida)
|
||||
# 5. Enemigos Destructibles
|
||||
sprites["enemy_red"] = draw_isometric_prism(
|
||||
None, COLOR_RED, width=32, height=35
|
||||
)
|
||||
@ -261,12 +257,10 @@ 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
|
||||
return
|
||||
|
||||
# Comprobar bloqueos con bloques u otras entidades sólidas
|
||||
for entity in entities:
|
||||
if entity != self and entity.is_solid:
|
||||
if (
|
||||
@ -369,7 +363,7 @@ class Game:
|
||||
|
||||
def __init__(self):
|
||||
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
|
||||
pygame.display.set_caption("Highway Encounter - Custom Enemies & Shapes")
|
||||
pygame.display.set_caption("Highway Encounter - Fixed Collision & Life System")
|
||||
self.clock = pygame.time.Clock()
|
||||
self.font = pygame.font.SysFont("monospace", 18, bold=True)
|
||||
self.sprite_mgr = SpriteManager()
|
||||
@ -386,7 +380,6 @@ class Game:
|
||||
self.entities = [self.vortex, self.player]
|
||||
self.bullets = []
|
||||
|
||||
# Escuadrón de reserva
|
||||
self.spares = []
|
||||
for i in range(self.lives - 1):
|
||||
spare = Entity(
|
||||
@ -398,41 +391,32 @@ class Game:
|
||||
)
|
||||
self.spares.append(spare)
|
||||
|
||||
# Generar bloques y enemigos a lo largo de toda la autopista (de y = 10 hasta la salida)
|
||||
for y in range(10, GRID_SIZE_Y - 12):
|
||||
# 1. Bloques de prueba blancos en diferentes carriles
|
||||
if y % 6 == 0:
|
||||
lane = (y * 3) % GRID_SIZE_X
|
||||
self.entities.append(PushBlock(lane, y))
|
||||
|
||||
# 2. Enemigos destructibles (Prismas Rojos - 3 disparos)
|
||||
if y % 14 == 0:
|
||||
self.entities.append(Enemy(2.0, y, destructible=True))
|
||||
|
||||
# 3. Enemigos indestructibles (Prismas Blancos - Solo bloqueables)
|
||||
if y % 20 == 0:
|
||||
self.entities.append(Enemy(5.0, y, destructible=False))
|
||||
|
||||
def handle_collisions(self):
|
||||
# Muerte por contacto de un enemigo con el Jugador O con el VORTEX
|
||||
# Detección precisa de colisión entre enemigos, jugador y VORTEX
|
||||
for entity in self.entities:
|
||||
if isinstance(entity, Enemy):
|
||||
# Colisión con el Jugador
|
||||
touch_player = (
|
||||
abs(entity.gx - self.player.gx) < 0.5
|
||||
and abs(entity.gy - self.player.gy) < 0.5
|
||||
player_hit = (
|
||||
abs(entity.gx - self.player.gx) < 0.6
|
||||
and abs(entity.gy - self.player.gy) < 0.6
|
||||
)
|
||||
# Colisión con el VORTEX
|
||||
touch_vortex = (
|
||||
abs(entity.gx - self.vortex.gx) < 0.6
|
||||
and abs(entity.gy - self.vortex.gy) < 0.6
|
||||
vortex_hit = (
|
||||
abs(entity.gx - self.vortex.gx) < 0.7
|
||||
and abs(entity.gy - self.vortex.gy) < 0.7
|
||||
)
|
||||
|
||||
if touch_player or touch_vortex:
|
||||
self.lives -= 1
|
||||
if self.lives > 0:
|
||||
self.reset_level()
|
||||
return
|
||||
if player_hit or vortex_hit:
|
||||
return True # Devuelve True si hubo un impacto directo
|
||||
|
||||
# Limpiar bloques destruidos y enemigos muertos
|
||||
for entity in self.entities[:]:
|
||||
@ -440,6 +424,8 @@ class Game:
|
||||
self.entities.remove(entity)
|
||||
self.score += 200
|
||||
|
||||
return False
|
||||
|
||||
def draw_hud(self):
|
||||
zone = int((GRID_SIZE_Y - self.vortex.gy) / 4)
|
||||
hud_text = f"ZONE: {zone:02d} | LIVES: {self.lives} | SCORE: {self.score:06d}"
|
||||
@ -486,16 +472,19 @@ class Game:
|
||||
if not bullet.alive:
|
||||
self.bullets.remove(bullet)
|
||||
|
||||
self.handle_collisions()
|
||||
# Verificar colisión y procesar pérdida de vida
|
||||
if self.handle_collisions():
|
||||
self.lives -= 1
|
||||
if self.lives > 0:
|
||||
self.reset_level()
|
||||
continue # Reinicia el ciclo sin renderizar el estado fallido
|
||||
|
||||
# Desplazamiento 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
|
||||
|
||||
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)
|
||||
@ -521,7 +510,6 @@ class Game:
|
||||
pygame.draw.polygon(self.screen, COLOR_ROAD, pts)
|
||||
pygame.draw.polygon(self.screen, COLOR_GRID, pts, 1)
|
||||
|
||||
# Orden de renderizado por profundidad
|
||||
all_drawables = self.entities + self.bullets + self.spares
|
||||
sorted_entities = sorted(
|
||||
all_drawables, key=lambda e: e.gy, reverse=True
|
||||
|
||||
BIN
img-versiones/version_3.0.png
Normal file
BIN
img-versiones/version_3.0.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 17 KiB |
Loading…
x
Reference in New Issue
Block a user