Highway_Vector/highway_vector.py

240 lines
7.6 KiB
Python

import sys
import pygame
# Inicialización de Pygame
pygame.init()
# Constantes de Pantalla
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
FPS = 60
# Configuración de Cuadrícula e Isometría
TILE_WIDTH = 64
TILE_HEIGHT = 32
GRID_SIZE_X = 8
GRID_SIZE_Y = 100 # Largo de la autopista
# Colores (Paleta Retro Spectrum/Amstrad)
COLOR_BG = (10, 10, 15)
COLOR_GRID = (40, 40, 60)
COLOR_ROAD = (60, 60, 80)
COLOR_VORTEX = (0, 255, 200)
COLOR_PLAYER = (255, 200, 0)
COLOR_BLOCK = (200, 50, 50)
COLOR_WALL = (100, 100, 120)
def grid_to_iso(gx, gy, gz=0):
"""Convierte coordenadas de cuadrícula 3D (x, y, z) a coordenadas de pantalla 2D."""
iso_x = (gx - gy) * (TILE_WIDTH // 2)
iso_y = (gx + gy) * (TILE_HEIGHT // 2) - (gz * 16)
return iso_x, iso_y
class Entity:
def __init__(self, gx, gy, color, is_solid=True):
self.gx = float(gx)
self.gy = float(gy)
self.gz = 0
self.color = color
self.is_solid = is_solid
self.radius = 0.4
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
# Dibujar un bloque o personaje estilo isométrico
points = [
(draw_x, draw_y - 20),
(draw_x + TILE_WIDTH // 2, draw_y - 20 + TILE_HEIGHT // 2),
(draw_x, draw_y - 20 + TILE_HEIGHT),
(draw_x - TILE_WIDTH // 2, draw_y - 20 + TILE_HEIGHT // 2),
]
pygame.draw.polygon(surface, self.color, points)
pygame.draw.polygon(
surface, (255, 255, 255), points, 2
) # Borde brillante
class PushBlock(Entity):
def __init__(self, gx, gy):
super().__init__(gx, gy, COLOR_BLOCK, is_solid=True)
def push(self, dx, dy, entities):
new_gx = self.gx + dx
new_gy = self.gy + dy
# Comprobar límites de la carretera
if not (0 <= new_gx < GRID_SIZE_X and 0 <= new_gy < GRID_SIZE_Y):
return False
# Comprobar colisión con otras entidades
for entity in entities:
if entity != self and entity.is_solid:
if (
abs(entity.gx - new_gx) < 0.6
and abs(entity.gy - new_gy) < 0.6
):
return False
self.gx = new_gx
self.gy = new_gy
return True
class Player(Entity):
def __init__(self, gx, gy):
super().__init__(gx, gy, COLOR_PLAYER, is_solid=True)
self.speed = 0.08
def update(self, keys, entities):
dx, dy = 0, 0
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
dx -= self.speed
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
dx += self.speed
if keys[pygame.K_UP] or keys[pygame.K_w]:
dy -= self.speed
if keys[pygame.K_DOWN] or keys[pygame.K_s]:
dy += self.speed
if dx != 0 or dy != 0:
target_gx = self.gx + dx
target_gy = self.gy + dy
# Limites horizontales
if not (0 <= target_gx < GRID_SIZE_X):
dx = 0
if not (0 <= target_gy < GRID_SIZE_Y):
dy = 0
# Intento de movimiento y colisión con bloques
for entity in entities:
if entity != self and entity.is_solid:
if (
abs(entity.gx - (self.gx + dx)) < 0.6
and abs(entity.gy - (self.gy + dy)) < 0.6
):
# Intentar empujar si es un PushBlock
if isinstance(entity, PushBlock):
push_dx = 0.1 if dx > 0 else (-0.1 if dx < 0 else 0)
push_dy = 0.1 if dy > 0 else (-0.1 if dy < 0 else 0)
if not entity.push(push_dx, push_dy, entities):
return
else:
return # Bloqueado
self.gx += dx
self.gy += dy
class Vortex(Entity):
def __init__(self, gx, gy):
super().__init__(gx, gy, COLOR_VORTEX, is_solid=True)
self.speed = 0.015 # Avance constante automático
def update(self, entities):
target_gy = self.gy - self.speed
# Verificar si hay algún obstáculo al avanzar
blocked = False
for entity in entities:
if entity != self and entity.is_solid:
if (
abs(entity.gx - self.gx) < 0.7
and abs(entity.gy - target_gy) < 0.7
):
blocked = True
break
if not blocked and target_gy >= 0:
self.gy = target_gy
class Game:
def __init__(self):
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Highway Encounter Python Remake")
self.clock = pygame.time.Clock()
self.vortex = Vortex(3.5, 95)
self.player = Player(3.5, 92)
self.entities = [self.vortex, self.player]
# Generar bloques de prueba a lo largo de la autopista
for y in range(10, 90, 5):
self.entities.append(PushBlock(y % GRID_SIZE_X, y))
self.entities.append(PushBlock((y + 3) % GRID_SIZE_X, y + 2))
def run(self):
running = True
while running:
self.clock.tick(FPS)
# 1. Procesar Eventos
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 2. Actualizar Estado
keys = pygame.key.get_pressed()
self.player.update(keys, self.entities)
self.vortex.update(self.entities)
# 3. Calcular desplazamiento de cámara (centrada en el VORTEX o 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
# 4. Renderizado
self.screen.fill(COLOR_BG)
# Dibujar suelo (Autopista)
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
# Solo dibujar si está visible en pantalla
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, draw_y + TILE_HEIGHT),
(
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)
# Ordenar entidades por coordenada 'gy' descendente para renderizar correctamente la profundidad
sorted_entities = sorted(
self.entities, key=lambda e: e.gy, reverse=True
)
for entity in sorted_entities:
entity.draw(self.screen, camera_offset_x, camera_offset_y)
pygame.display.flip()
pygame.quit()
sys.exit()
if __name__ == "__main__":
Game().run()