556 lines
17 KiB
Python
556 lines
17 KiB
Python
import sys
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import math
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import random
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import pygame
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from pygame.locals import *
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from OpenGL.GL import *
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from OpenGL.GLU import *
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# ==========================================
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# CONFIGURACIÓN Y CONSTANTES
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# ==========================================
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WIDTH, HEIGHT = 800, 600
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# Colores (R, G, B)
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COLOR_BG = (0.12, 0.15, 0.12) # Fondo ambiente
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COLOR_WATER = (0.0, 0.5, 0.85) # Agua animada (Cian/Azul)
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COLOR_LAND = (0.45, 0.32, 0.15) # Tierra / Relieve
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COLOR_LAND_RIVER = (0.40, 0.28, 0.12) # Tierra en riachuelos
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COLOR_ISLAND = (0.5, 0.38, 0.18) # Islas
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COLOR_REED = (0.15, 0.85, 0.25) # Juncos verdes
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COLOR_DRAGONFLY = (0.0, 1.0, 1.0) # Libélula alámbrica (Cian)
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COLOR_MOSQUITO = (1.0, 0.2, 0.2) # Mosquitos (Rojo)
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COLOR_FLY = (1.0, 0.9, 0.0) # Moscas (Amarillo/Dorado)
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# Dimensiones del Mundo
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POND_RADIUS = 1800.0 # Estanque de 1800u de superficie
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STREAM_LEN = 900.0 # Longitud de cada arroyo
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STREAM_MIN_Y = -(POND_RADIUS + STREAM_LEN) # -2700.0
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STREAM_MAX_Y = (POND_RADIUS + STREAM_LEN) # 2700.0
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WORLD_LEN = STREAM_MAX_Y - STREAM_MIN_Y
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# Cantidades de insectos
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MOSQUITO_MIN, MOSQUITO_MAX = 10, 20
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FLY_MIN, FLY_MAX = 2, 7
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# ==========================================
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# ELEMENTOS DEL MAPA
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# ==========================================
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REEDS = [
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# Juncos en islas del estanque principal
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(-250, 350, 0, 20), (-160, -500, 0, 22), (500, 200, 0, 24), (-700, 200, 0, 21), (200, -800, 0, 23),
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(-900, -300, 0, 25), (760, -600, 0, 22), (900, 500, 0, 26), (-500, 900, 0, 23), (600, -1000, 0, 22),
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(-1200, 400, 0, 24), (1300, -300, 0, 20), (-1400, -700, 0, 25), (1100, 1200, 0, 23), (-360, -1300, 0, 22),
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# Juncos en el arroyo inferior
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(-90, -1950, 0, 20), (-110, -2150, 0, 23), (-80, -2350, 0, 19), (-100, -2550, 0, 22),
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# Juncos en el arroyo superior
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(90, 1950, 0, 22), (110, 2150, 0, 20), (85, 2350, 0, 24), (105, 2550, 0, 21)
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]
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ISLANDS = [
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(-250, 350, 90), (-160, -500, 85), (500, 200, 100), (-700, 200, 110), (200, -800, 95),
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(-900, -300, 120), (760, -600, 90), (900, 500, 105), (-500, 900, 115), (600, -1000, 100)
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]
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def get_river_center(y):
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"""Devuelve el centro X del arroyo fuera de los límites del estanque central."""
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if y < -POND_RADIUS:
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dy = y + POND_RADIUS
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return -50 + 100 * math.sin(dy * 0.008)
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elif y > POND_RADIUS:
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dy = y - POND_RADIUS
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return 50 + 100 * math.sin(dy * 0.008)
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else:
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return (y / POND_RADIUS) * 50.0
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def is_over_water(x, y):
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"""Comprueba si unas coordenadas (x, y) están dentro del agua."""
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dist_center = math.hypot(x, y)
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if dist_center < POND_RADIUS - 50:
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return True
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if abs(y) >= POND_RADIUS:
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cx = get_river_center(y)
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if abs(x - cx) < 80:
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return True
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return False
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def get_random_water_position():
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"""Genera una posición inicial aleatoria sobre el agua."""
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while True:
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if random.random() < 0.7:
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rad = random.uniform(0, math.pi * 2)
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r = random.uniform(100, POND_RADIUS - 150)
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x = r * math.cos(rad)
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y = r * math.sin(rad)
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else:
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y = random.choice([random.uniform(POND_RADIUS, STREAM_MAX_Y), random.uniform(STREAM_MIN_Y, -POND_RADIUS)])
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cx = get_river_center(y)
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x = cx + random.uniform(-60, 60)
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if is_over_water(x, y):
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z = random.uniform(5.0, 35.0)
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return x, y, z
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# ==========================================
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# CLASES DE INSECTOS
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# ==========================================
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class Insect:
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def __init__(self, insect_type):
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self.type = insect_type
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self.x, self.y, self.z = get_random_water_position()
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self.yaw = random.uniform(0, 360)
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self.timer = random.uniform(0, 100)
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if self.type == "mosquito":
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self.speed = 1.8
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self.size = 1.2
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else: # Fly
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self.speed = 0.9
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self.size = 1.6
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def update(self, player_pos):
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self.timer += 0.05
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px, py, pz = player_pos
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dist_to_player = math.hypot(self.x - px, self.y - py)
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if self.type == "mosquito":
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if dist_to_player < 100:
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escape_angle = math.degrees(math.atan2(self.y - py, self.x - px))
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self.yaw += (escape_angle - self.yaw) * 0.05
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self.yaw += math.sin(self.timer * 3) * 1.5
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self.z += math.sin(self.timer * 1.5) * 0.2
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elif self.type == "fly":
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if dist_to_player < 120:
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escape_angle = math.degrees(math.atan2(self.y - py, self.x - px))
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self.yaw = escape_angle + random.uniform(-45, 45)
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self.z += random.choice([-1.5, 1.5])
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else:
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if random.random() < 0.08:
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self.yaw += random.uniform(-60, 60)
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self.yaw += math.sin(self.timer * 6) * 4.0
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self.z += math.cos(self.timer * 4) * 0.6
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self.z = max(3.0, min(50.0, self.z))
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rad = math.radians(self.yaw)
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next_x = self.x - math.sin(rad) * self.speed
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next_y = self.y + math.cos(rad) * self.speed
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if is_over_water(next_x, next_y):
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self.x, self.y = next_x, next_y
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else:
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self.yaw += 140.0 + random.uniform(-20, 20)
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if self.y > STREAM_MAX_Y:
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self.y -= WORLD_LEN
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elif self.y < STREAM_MIN_Y:
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self.y += WORLD_LEN
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def draw(self, attached=False):
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if self.type == "mosquito":
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glColor3f(*COLOR_MOSQUITO)
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else:
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glColor3f(*COLOR_FLY)
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glPushMatrix()
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if not attached:
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glTranslatef(self.x, self.y, self.z)
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glRotatef(self.yaw, 0, 0, 1)
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s = self.size
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glBegin(GL_LINES)
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# Cuerpo
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glVertex3f(0, s, 0)
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glVertex3f(0, -s, 0)
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# Alas
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w_offset = 0.0 if attached else math.sin(self.timer * 30) * (s * 0.8)
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glVertex3f(0, 0, 0)
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glVertex3f(-s * 1.5, 0, w_offset)
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glVertex3f(0, 0, 0)
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glVertex3f(s * 1.5, 0, w_offset)
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glEnd()
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glPopMatrix()
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# ==========================================
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# RENDERIZADO DEL ESCENARIO
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# ==========================================
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def draw_water_surface(time_counter):
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"""Dibuja una malla 3D animada para el agua."""
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glColor3f(*COLOR_WATER)
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grid_size = 30
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for x in range(int(-POND_RADIUS), int(POND_RADIUS), grid_size):
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glBegin(GL_LINE_STRIP)
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for y in range(int(-POND_RADIUS), int(POND_RADIUS), grid_size):
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dist = math.hypot(x, y)
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if dist < POND_RADIUS - 30:
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z = 1.0 * math.sin(dist * 0.015 - time_counter * 3.0) + 0.5 * math.cos(x * 0.01 + time_counter)
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glVertex3f(x, y, z)
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glEnd()
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for y in range(int(STREAM_MIN_Y), int(STREAM_MAX_Y), 20):
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if abs(y) < POND_RADIUS:
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continue
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cx = get_river_center(y)
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glBegin(GL_LINE_STRIP)
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for dx in range(-100, 110, 15):
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x = cx + dx
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z = 0.5 * math.sin(y * 0.03 + dx * 0.08 + time_counter * 4.0)
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glVertex3f(x, y, z)
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glEnd()
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def draw_terrain():
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"""Dibuja el terreno del mapa."""
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glColor3f(*COLOR_LAND)
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grid_step = 120
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for y in range(int(STREAM_MIN_Y - 300), int(STREAM_MAX_Y + 300), grid_step):
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glBegin(GL_LINE_STRIP)
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for x in range(-2500, 2500, grid_step):
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z = 1.5 * math.sin(x * 0.005) + 1.5 * math.cos(y * 0.005)
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glVertex3f(x, y, z)
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glEnd()
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width_river = 100.0
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margin_land = 70.0
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glColor3f(*COLOR_LAND_RIVER)
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for y in range(int(STREAM_MIN_Y), int(STREAM_MAX_Y), 30):
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if abs(y) < POND_RADIUS:
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continue
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cx = get_river_center(y)
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# Orilla Izquierda
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glBegin(GL_LINE_STRIP)
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for dx in range(int(-width_river - margin_land), int(-width_river), 15):
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x = cx + dx
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z = 0.6 * math.sin(y * 0.02 + x * 0.02) + 0.3
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glVertex3f(x, y, z)
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glEnd()
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# Orilla Derecha
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glBegin(GL_LINE_STRIP)
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for dx in range(int(width_river), int(width_river + margin_land), 15):
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x = cx + dx
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z = 0.6 * math.sin(y * 0.02 + x * 0.02) + 0.3
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glVertex3f(x, y, z)
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glEnd()
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for ix, iy, ir in ISLANDS:
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glColor3f(*COLOR_ISLAND)
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for layer in range(1, 4):
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rad_layer = ir * (1 - layer * 0.25)
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height = layer * 1.2
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glBegin(GL_LINE_LOOP)
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for i in range(16):
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angle = 2.0 * math.pi * i / 16
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dx = rad_layer * math.cos(angle)
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dy = rad_layer * math.sin(angle)
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glVertex3f(ix + dx, iy + dy, height)
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glEnd()
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def draw_map(time_counter):
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"""Dibuja todo el mapa."""
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draw_terrain()
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draw_water_surface(time_counter)
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glColor3f(*COLOR_REED)
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glBegin(GL_LINES)
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for rx, ry, rz, rh in REEDS:
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glVertex3f(rx, ry, rz)
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glVertex3f(rx, ry, rz + rh)
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glVertex3f(rx, ry, rz)
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glVertex3f(rx - 1.5, ry + 0.5, rz + rh * 0.7)
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glVertex3f(rx, ry, rz)
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glVertex3f(rx + 1.5, ry - 0.5, rz + rh * 0.8)
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glEnd()
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# ==========================================
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# MODELO 3D DE LA LIBÉLULA
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# ==========================================
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def draw_dragonfly(wing_angle, caught_insect=None):
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"""Dibuja la libélula y el insecto atrapado en sus patas si tiene uno."""
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glColor3f(*COLOR_DRAGONFLY)
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# Cuerpo
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glBegin(GL_LINES)
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glVertex3f(0, 1.5, 0)
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glVertex3f(0, -3.0, 0)
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glVertex3f(-0.4, 0.6, 0)
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glVertex3f(0.4, 0.6, 0)
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glVertex3f(-0.3, -0.6, 0)
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glVertex3f(0.3, -0.6, 0)
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# Patas (Visibles sujetando al insecto)
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glVertex3f(-0.3, 0.5, 0)
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glVertex3f(-0.2, 0.2, -0.6)
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glVertex3f(0.3, 0.5, 0)
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glVertex3f(0.2, 0.2, -0.6)
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glVertex3f(-0.2, -0.2, 0)
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glVertex3f(-0.1, -0.3, -0.6)
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glVertex3f(0.2, -0.2, 0)
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glVertex3f(0.1, -0.3, -0.6)
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glEnd()
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# Cabeza
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glBegin(GL_LINE_LOOP)
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for i in range(8):
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angle = 2.0 * math.pi * i / 8
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glVertex3f(0.3 * math.cos(angle), 1.4 + 0.3 * math.sin(angle), 0)
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glEnd()
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# Alas
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rad_wing = math.radians(wing_angle)
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w_z = math.sin(rad_wing) * 1.2 if wing_angle != 0 else 0.0
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glBegin(GL_LINE_LOOP)
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glVertex3f(0, 0.6, 0)
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glVertex3f(-4.5, 1.0, w_z)
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glVertex3f(-3.8, 0.2, w_z)
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glEnd()
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glBegin(GL_LINE_LOOP)
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glVertex3f(0, 0.6, 0)
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glVertex3f(4.5, 1.0, w_z)
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glVertex3f(3.8, 0.2, w_z)
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glEnd()
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glBegin(GL_LINE_LOOP)
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glVertex3f(0, -0.1, 0)
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glVertex3f(-3.8, -0.2, w_z)
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glVertex3f(-3.0, -0.8, w_z)
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glEnd()
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glBegin(GL_LINE_LOOP)
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glVertex3f(0, -0.1, 0)
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glVertex3f(3.8, -0.2, w_z)
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glVertex3f(3.0, -0.8, w_z)
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glEnd()
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# Si lleva un insecto atrapado, se dibuja sujeto bajo su tórax
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if caught_insect:
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glPushMatrix()
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glTranslatef(0.0, 0.2, -0.6) # Posición bajo las patas
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caught_insect.draw(attached=True)
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glPopMatrix()
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# ==========================================
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# BUCLE PRINCIPAL Y LÓGICA
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# ==========================================
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def main():
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pygame.init()
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pygame.display.set_mode((WIDTH, HEIGHT), DOUBLEBUF | OPENGL)
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glEnable(GL_DEPTH_TEST)
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glClearColor(*COLOR_BG, 1.0)
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glMatrixMode(GL_PROJECTION)
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gluPerspective(50, (WIDTH / HEIGHT), 0.1, 5000.0)
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glMatrixMode(GL_MODELVIEW)
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# Estado de la Libélula
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px, py, pz = 0.0, 0.0, 15.0
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yaw = 0.0
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roll = 0.0
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pitch = 0.0
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max_roll = 30.0
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max_pitch = 20.0
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speed = 0.0
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max_speed = 3.0
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acceleration = 0.06
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deceleration = 0.03
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min_altitude = 1.0
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max_altitude = 120.0
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wing_timer = 0.0
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water_timer = 0.0
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is_perched = False
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# Estado de Caza
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caught_insect = None # Insecto sujeto actualmente en las patas
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eaten_mosquitos = 0 # Contador de mosquitos comidos
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eaten_flies = 0 # Contador de moscas comidas
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def update_title():
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status = " (Llevando presa a un junco...)" if caught_insect else ""
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pygame.display.set_caption(
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f"Libélula 3D | Mosquitos cazados: {eaten_mosquitos} | Moscas cazadas: {eaten_flies}{status}"
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)
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update_title()
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# Inicializar Insectos
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insects = []
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num_mosquitos = random.randint(MOSQUITO_MIN, MOSQUITO_MAX)
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num_flies = random.randint(FLY_MIN, FLY_MAX)
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for _ in range(num_mosquitos):
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insects.append(Insect("mosquito"))
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for _ in range(num_flies):
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insects.append(Insect("fly"))
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clock = pygame.time.Clock()
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running = True
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while running:
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dt = clock.tick(60) / 1000.0
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water_timer += dt
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for event in pygame.event.get():
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if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
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running = False
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keys = pygame.key.get_pressed()
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# CONTROLES Y MOVIMIENTO DE LA LIBÉLULA
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if is_perched:
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if keys[K_LEFT]:
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yaw += 3.0
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if keys[K_RIGHT]:
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yaw -= 3.0
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if keys[K_UP]:
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is_perched = False
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speed = 0.5
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wing_angle = 0.0
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pitch = 0.0
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roll = 0.0
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else:
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if keys[K_UP]:
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speed = min(speed + acceleration, max_speed)
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elif keys[K_DOWN]:
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speed = max(speed - deceleration, 0.0)
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# Intentar posarse en la punta de un junco
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if speed < 0.3:
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for rx, ry, rz, rh in REEDS:
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dist = math.hypot(px - rx, py - ry)
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if dist < 8.0 and abs(pz - (rz + rh)) < 8.0:
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px, py, pz = rx, ry, rz + rh
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speed = 0.0
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roll = 0.0
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pitch = 0.0
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is_perched = True
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# Si lleva una presa al posarse, se la come
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if caught_insect:
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if caught_insect.type == "mosquito":
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eaten_mosquitos += 1
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else:
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eaten_flies += 1
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caught_insect = None
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update_title()
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break
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target_pitch = 0.0
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if keys[K_w]:
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pz = min(pz + 0.8, max_altitude)
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target_pitch = max_pitch
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elif keys[K_s]:
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pz = max(pz - 0.8, min_altitude)
|
|
target_pitch = -max_pitch
|
|
|
|
pitch += (target_pitch - pitch) * 0.15
|
|
|
|
target_roll = 0.0
|
|
if keys[K_LEFT]:
|
|
yaw += 2.8
|
|
target_roll = -max_roll
|
|
elif keys[K_RIGHT]:
|
|
yaw -= 2.8
|
|
target_roll = max_roll
|
|
|
|
roll += (target_roll - roll) * 0.15
|
|
|
|
rad_yaw = math.radians(yaw)
|
|
px += -math.sin(rad_yaw) * speed
|
|
py += math.cos(rad_yaw) * speed
|
|
|
|
if abs(py) < POND_RADIUS:
|
|
max_limit_x = POND_RADIUS + 200.0
|
|
else:
|
|
cx = get_river_center(py)
|
|
max_limit_x = abs(cx) + 200.0
|
|
|
|
px = max(-max_limit_x, min(max_limit_x, px))
|
|
|
|
if py > STREAM_MAX_Y:
|
|
py -= WORLD_LEN
|
|
elif py < STREAM_MIN_Y:
|
|
py += WORLD_LEN
|
|
|
|
wing_timer += 60.0 if speed > 0.1 else 30.0
|
|
wing_angle = math.sin(wing_timer) * 35.0
|
|
|
|
# ACTUALIZACIÓN DE INSECTOS
|
|
current_mosquitos = 0
|
|
current_flies = 0
|
|
|
|
for insect in insects[:]:
|
|
insect.update((px, py, pz))
|
|
|
|
if insect.type == "mosquito":
|
|
current_mosquitos += 1
|
|
else:
|
|
current_flies += 1
|
|
|
|
# Detección de contacto/choque con la libélula
|
|
if not caught_insect:
|
|
dist_to_dragonfly = math.sqrt((px - insect.x)**2 + (py - insect.y)**2 + (pz - insect.z)**2)
|
|
if dist_to_dragonfly < 6.0: # Rozamiento o choque
|
|
caught_insect = insect
|
|
insects.remove(insect)
|
|
update_title()
|
|
|
|
# Mantener poblaciones dentro del rango
|
|
if current_mosquitos < MOSQUITO_MIN:
|
|
insects.append(Insect("mosquito"))
|
|
if current_flies < FLY_MIN:
|
|
insects.append(Insect("fly"))
|
|
|
|
# RENDERIZADO
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
|
glLoadIdentity()
|
|
|
|
cam_dist = 18.0
|
|
cam_height = 8.0
|
|
rad_yaw = math.radians(yaw)
|
|
|
|
cam_x = px + math.sin(rad_yaw) * cam_dist
|
|
cam_y = py - math.cos(rad_yaw) * cam_dist
|
|
cam_z = pz + cam_height
|
|
|
|
gluLookAt(cam_x, cam_y, cam_z,
|
|
px, py, pz + 0.5,
|
|
0, 0, 1)
|
|
|
|
draw_map(water_timer)
|
|
|
|
# Dibujar Insectos en el mapa
|
|
for insect in insects:
|
|
insect.draw()
|
|
|
|
# Dibujar Libélula (con el insecto en las patas si lo ha capturado)
|
|
glPushMatrix()
|
|
glTranslatef(px, py, pz)
|
|
glRotatef(yaw, 0, 0, 1)
|
|
glRotatef(pitch, 1, 0, 0)
|
|
glRotatef(roll, 0, 1, 0)
|
|
draw_dragonfly(wing_angle, caught_insect)
|
|
glPopMatrix()
|
|
|
|
pygame.display.flip()
|
|
|
|
pygame.quit()
|
|
sys.exit()
|
|
|
|
if __name__ == "__main__":
|
|
main()
|