535 lines
17 KiB
Python
535 lines
17 KiB
Python
import math
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import os
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import sys
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import pygame
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pygame.init()
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# Configuración de Pantalla
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SCREEN_WIDTH = 800
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SCREEN_HEIGHT = 600
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FPS = 60
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# Isometría y Cuadrícula
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TILE_WIDTH = 64
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TILE_HEIGHT = 32
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GRID_SIZE_X = 8
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GRID_SIZE_Y = 120
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# Colores del Entorno
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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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COLOR_YELLOW = (255, 215, 0)
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COLOR_WHITE = (240, 240, 240)
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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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def grid_to_iso(gx, gy, gz=0):
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"""Convierte coordenadas 3D de rejilla a coordenadas 2D de pantalla."""
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iso_x = (gx - gy) * (TILE_WIDTH // 2)
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iso_y = (gx + gy) * (TILE_HEIGHT // 2) - (gz * 16)
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return iso_x, iso_y
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def draw_isometric_prism(surface, color, width=40, height=35):
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"""Genera una superficie isométrica con forma de prisma o cubo."""
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surf = pygame.Surface((64, 64), pygame.SRCALPHA)
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cx, cy = 32, 32
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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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(cx, cy - height + 2 * h2),
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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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(cx, cy + 2 * h2),
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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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(cx + w2, cy + h2),
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(cx, cy + 2 * h2),
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]
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c_top = color
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c_left = tuple(max(0, c - 40) for c in color)
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c_right = tuple(max(0, c - 70) for c in color)
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pygame.draw.polygon(surf, c_top, top_pts)
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pygame.draw.polygon(surf, c_left, left_pts)
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pygame.draw.polygon(surf, c_right, right_pts)
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pygame.draw.polygon(surf, (20, 20, 20), top_pts, 1)
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pygame.draw.polygon(surf, (20, 20, 20), left_pts, 1)
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pygame.draw.polygon(surf, (20, 20, 20), right_pts, 1)
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return surf
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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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pygame.draw.polygon(
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surf_player, (200, 160, 0), [base_pts[3], base_pts[0], apex]
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)
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pygame.draw.polygon(
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surf_player, (255, 215, 0), [base_pts[0], base_pts[1], apex]
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)
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pygame.draw.polygon(surf_player, (255, 235, 100), base_pts)
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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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# 4. Enemigo Indestructible: Prisma Blanco
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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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sprites["enemy_brown"] = draw_isometric_prism(
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None, COLOR_BROWN, width=32, height=35
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)
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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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# 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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return sprites
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class SpriteManager:
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def __init__(self):
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self.placeholders = create_placeholder_sprites()
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self.cache = {}
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def get_sprite(self, name, filename=None):
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if name in self.cache:
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return self.cache[name]
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if filename and os.path.exists(filename):
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try:
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img = pygame.image.load(filename).convert_alpha()
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self.cache[name] = img
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return img
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except Exception as e:
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print(f"Error cargando {filename}: {e}")
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self.cache[name] = self.placeholders[name]
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return self.cache[name]
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class Entity:
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def __init__(self, gx, gy, sprite_name, filename=None, is_solid=True):
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self.gx = float(gx)
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self.gy = float(gy)
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self.gz = 0
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self.sprite_name = sprite_name
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self.filename = filename
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self.is_solid = is_solid
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def draw(self, surface, camera_offset_x, camera_offset_y, sprite_mgr):
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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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surface.blit(sprite, (draw_x, draw_y))
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class Bullet(Entity):
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def __init__(self, gx, gy, dir_x, dir_y):
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super().__init__(gx, gy, "bullet", "bullet.png", is_solid=False)
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self.dir_x = dir_x
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self.dir_y = dir_y
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self.speed = 0.25
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self.alive = True
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def update(self, entities):
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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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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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return
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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 - 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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if isinstance(entity, PushBlock):
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entity.health -= 1
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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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def __init__(self, gx, gy):
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super().__init__(gx, gy, "block", "block.png", is_solid=True)
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self.health = 2
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def push(self, dx, dy, entities):
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new_gx = self.gx + dx
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new_gy = self.gy + dy
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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) < 0.5
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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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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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sprite = "enemy_red" if destructible else "enemy_indestructible"
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super().__init__(gx, gy, sprite, "enemy.png", is_solid=True)
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self.speed = 0.04
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self.direction = 1
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self.destructible = destructible
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self.health = 3 if destructible else 999
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def take_damage(self):
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if not self.destructible:
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return
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self.health -= 1
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if self.health == 2:
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self.sprite_name = "enemy_brown"
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elif self.health == 1:
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self.sprite_name = "enemy_orange"
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def update(self, entities):
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target_gx = self.gx + (self.speed * self.direction)
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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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return
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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 - self.gy) < 0.6
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):
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self.direction *= -1
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return
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self.gx = target_gx
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class Player(Entity):
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def __init__(self, gx, gy):
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super().__init__(gx, gy, "player", "player.png", is_solid=True)
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self.speed = 0.09
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self.facing_x = 0.0
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self.facing_y = -1.0
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self.shoot_cooldown = 0
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def update(self, keys, entities, bullets):
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dx, dy = 0, 0
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if keys[pygame.K_LEFT] or keys[pygame.K_a]:
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dx -= self.speed
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if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
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dx += self.speed
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if keys[pygame.K_UP] or keys[pygame.K_w]:
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dy -= self.speed
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if keys[pygame.K_DOWN] or keys[pygame.K_s]:
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dy += self.speed
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if dx != 0 or dy != 0:
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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_y = dy / norm
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target_gx = self.gx + dx
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target_gy = self.gy + dy
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if 0 <= target_gx < GRID_SIZE_X and 0 <= target_gy < GRID_SIZE_Y:
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blocked = 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 - 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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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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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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blocked = True
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else:
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blocked = True
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if not blocked:
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self.gx = target_gx
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self.gy = target_gy
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if self.shoot_cooldown > 0:
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self.shoot_cooldown -= 1
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if keys[pygame.K_SPACE] and self.shoot_cooldown == 0:
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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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bullets.append(
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Bullet(spawn_x, spawn_y, self.facing_x, self.facing_y)
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)
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self.shoot_cooldown = 15
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class Vortex(Entity):
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def __init__(self, gx, gy):
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super().__init__(gx, gy, "vortex", "vortex.png", is_solid=True)
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self.speed = 0.012
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def update(self, entities):
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target_gy = self.gy - self.speed
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blocked = 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 - 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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break
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if not blocked and target_gy >= 0:
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self.gy = target_gy
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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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self.clock = pygame.time.Clock()
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self.font = pygame.font.SysFont("monospace", 18, 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.reset_level()
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def reset_level(self):
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self.vortex = Vortex(3.5, GRID_SIZE_Y - 5)
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self.player = Player(3.5, GRID_SIZE_Y - 8)
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self.entities = [self.vortex, self.player]
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self.bullets = []
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self.spares = []
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for i in range(self.lives - 1):
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spare = Entity(
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3.5,
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GRID_SIZE_Y - 3 + (i * 1.2),
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"player",
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"player.png",
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is_solid=False,
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)
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self.spares.append(spare)
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for y in range(10, GRID_SIZE_Y - 12):
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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 % 14 == 0:
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self.entities.append(Enemy(2.0, y, destructible=True))
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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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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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abs(entity.gx - self.player.gx) < 0.6
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and abs(entity.gy - self.player.gy) < 0.6
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)
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vortex_hit = (
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abs(entity.gx - self.vortex.gx) < 0.7
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and abs(entity.gy - self.vortex.gy) < 0.7
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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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# Limpiar bloques destruidos y enemigos muertos
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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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self.score += 200
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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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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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self.screen.blit(text_surface, (20, 10))
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def run(self):
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running = True
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while running:
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self.clock.tick(FPS)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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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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"GAME OVER - Press R to Restart", True, (255, 50, 50)
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)
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self.screen.blit(
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msg, (SCREEN_WIDTH // 2 - 150, SCREEN_HEIGHT // 2)
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)
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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.reset_level()
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continue
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keys = pygame.key.get_pressed()
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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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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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for bullet in self.bullets[:]:
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bullet.update(self.entities)
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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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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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camera_offset_y = SCREEN_HEIGHT // 2 - iso_y + 100
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self.screen.fill(COLOR_BG)
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for gy in range(0, GRID_SIZE_Y):
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for gx in range(0, GRID_SIZE_X):
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sx, sy = grid_to_iso(gx, gy)
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draw_x = sx + camera_offset_x
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draw_y = sy + camera_offset_y
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if (
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-100 < draw_x < SCREEN_WIDTH + 100
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and -100 < draw_y < SCREEN_HEIGHT + 100
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):
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pts = [
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(draw_x, draw_y),
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(
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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)
|
|
|
|
all_drawables = self.entities + self.bullets + self.spares
|
|
sorted_entities = sorted(
|
|
all_drawables, key=lambda e: e.gy + e.gx
|
|
)
|
|
for entity in sorted_entities:
|
|
entity.draw(
|
|
self.screen, camera_offset_x, camera_offset_y, self.sprite_mgr
|
|
)
|
|
|
|
self.draw_hud()
|
|
pygame.display.flip()
|
|
|
|
pygame.quit()
|
|
sys.exit()
|
|
|
|
|
|
if __name__ == "__main__":
|
|
Game().run()
|