Libelula/previos/libelula_v8.3.py

983 lines
31 KiB
Python

import sys
import math
import random
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
# ==========================================
# CONFIGURACIÓN Y CONSTANTES
# ==========================================
WIDTH, HEIGHT = 800, 600
# Colores (R, G, B)
COLOR_BG = (0.12, 0.15, 0.12) # Fondo ambiente
COLOR_WATER = (0.0, 0.5, 0.85) # Agua animada (Cian/Azul)
COLOR_LAND = (0.45, 0.32, 0.15) # Tierra / Relieve
COLOR_LAND_RIVER = (0.40, 0.28, 0.12) # Tierra en riachuelos
COLOR_ISLAND = (0.5, 0.38, 0.18) # Islas
COLOR_REED = (0.15, 0.85, 0.25) # Juncos verdes
COLOR_CATTAIL = (0.35, 0.18, 0.08) # Espigas marrones densas
COLOR_DRAGONFLY = (0.0, 1.0, 1.0) # Libélula alámbrica (Cian)
COLOR_MOSQUITO = (1.0, 0.9, 0.0) # Mosquitos (Amarillo)
COLOR_FLY = (0.8, 0.25, 0.15) # Moscas (Rojo-Marrón)
COLOR_FROG = (0.15, 0.85, 0.35) # Rana verde detallada
COLOR_HUD = (1.0, 1.0, 1.0) # Retícula HUD (Blanco)
# Dimensiones del Mundo
POND_RADIUS = 1800.0
STREAM_LEN = 900.0
STREAM_MIN_Y = -(POND_RADIUS + STREAM_LEN)
STREAM_MAX_Y = (POND_RADIUS + STREAM_LEN)
WORLD_LEN = STREAM_MAX_Y - STREAM_MIN_Y
# Cantidades de insectos
MOSQUITO_MIN, MOSQUITO_MAX = 17, 27
FLY_MIN, FLY_MAX = 9, 14
# ==========================================
# ELEMENTOS DEL MAPA
# ==========================================
REEDS = [
(-250, 350, 0, 20), (-160, -500, 0, 22), (500, 200, 0, 24), (-700, 200, 0, 21), (200, -800, 0, 23),
(-900, -300, 0, 25), (760, -600, 0, 22), (900, 500, 0, 26), (-500, 900, 0, 23), (600, -1000, 0, 22),
(-1200, 400, 0, 24), (1300, -300, 0, 20), (-1400, -700, 0, 25), (1100, 1200, 0, 23), (-360, -1300, 0, 22),
(-90, -1950, 0, 20), (-110, -2150, 0, 23), (-80, -2350, 0, 19), (-100, -2550, 0, 22),
(90, 1950, 0, 22), (110, 2150, 0, 20), (85, 2350, 0, 24), (105, 2550, 0, 21)
]
ISLANDS = [
(-250, 350, 90), (-160, -500, 85), (500, 200, 100), (-700, 200, 110), (200, -800, 95),
(-900, -300, 120), (760, -600, 90), (900, 500, 105), (-500, 900, 115), (600, -1000, 100)
]
def get_river_center(y):
if y < -POND_RADIUS:
dy = y + POND_RADIUS
return -50 + 100 * math.sin(dy * 0.008)
elif y > POND_RADIUS:
dy = y - POND_RADIUS
return 50 + 100 * math.sin(dy * 0.008)
else:
return (y / POND_RADIUS) * 50.0
def is_over_water(x, y):
dist_center = math.hypot(x, y)
if dist_center < POND_RADIUS - 50:
return True
if abs(y) >= POND_RADIUS:
cx = get_river_center(y)
if abs(x - cx) < 80:
return True
return False
def get_random_water_position():
while True:
if random.random() < 0.7:
rad = random.uniform(0, math.pi * 2)
r = random.uniform(100, POND_RADIUS - 150)
x = r * math.cos(rad)
y = r * math.sin(rad)
else:
y = random.choice([random.uniform(POND_RADIUS, STREAM_MAX_Y), random.uniform(STREAM_MIN_Y, -POND_RADIUS)])
cx = get_river_center(y)
x = cx + random.uniform(-60, 60)
if is_over_water(x, y):
z = random.uniform(5.0, 35.0)
return x, y, z
# ==========================================
# CLASES DE INSECTOS Y RANA DECORATIVA
# ==========================================
class Insect:
def __init__(self, insect_type):
self.type = insect_type
self.x, self.y, self.z = get_random_water_position()
self.yaw = random.uniform(0, 360)
self.timer = random.uniform(0, 100)
if self.type == "mosquito":
self.speed = 1.8
self.size = 1.2
else:
self.speed = 0.9
self.size = 1.6
def update(self, player_pos):
self.timer += 0.05
px, py, pz = player_pos
dist_to_player = math.hypot(self.x - px, self.y - py)
if self.type == "mosquito":
can_detect = (pz <= self.z)
if can_detect and dist_to_player < 100:
escape_angle = math.degrees(math.atan2(self.y - py, self.x - px))
self.yaw += (escape_angle - self.yaw) * 0.05
self.yaw += math.sin(self.timer * 3) * 1.5
self.z += math.sin(self.timer * 1.5) * 0.2
elif self.type == "fly":
if dist_to_player < 120:
escape_angle = math.degrees(math.atan2(self.y - py, self.x - px))
self.yaw = escape_angle + random.uniform(-45, 45)
self.z += random.choice([-1.5, 1.5])
else:
if random.random() < 0.08:
self.yaw += random.uniform(-60, 60)
self.yaw += math.sin(self.timer * 6) * 4.0
self.z += math.cos(self.timer * 4) * 0.6
self.z = max(3.0, min(50.0, self.z))
rad = math.radians(self.yaw)
next_x = self.x - math.sin(rad) * self.speed
next_y = self.y + math.cos(rad) * self.speed
if is_over_water(next_x, next_y):
self.x, self.y = next_x, next_y
else:
self.yaw += 140.0 + random.uniform(-20, 20)
if self.y > STREAM_MAX_Y:
self.y -= WORLD_LEN
elif self.y < STREAM_MIN_Y:
self.y += WORLD_LEN
def draw(self, attached=False):
if self.type == "mosquito":
glColor3f(*COLOR_MOSQUITO)
else:
glColor3f(*COLOR_FLY)
glPushMatrix()
if not attached:
glTranslatef(self.x, self.y, self.z)
glRotatef(self.yaw, 0, 0, 1)
s = self.size
glBegin(GL_LINES)
glVertex3f(0, s, 0)
glVertex3f(0, -s, 0)
w_offset = 0.0 if attached else math.sin(self.timer * 30) * (s * 0.8)
glVertex3f(0, 0, 0)
glVertex3f(-s * 1.5, 0, w_offset)
glVertex3f(0, 0, 0)
glVertex3f(s * 1.5, 0, w_offset)
glEnd()
glPopMatrix()
class Frog:
def __init__(self):
self.pick_new_destination()
self.x, self.y = self.target_x, self.target_y
self.z = 0.6
self.speed = 0.35
self.yaw = 0.0
self.swim_timer = 0.0
def pick_new_destination(self):
destinations = [(rx, ry) for rx, ry, _, _ in REEDS] + [(ix, iy) for ix, iy, _ in ISLANDS]
dest = random.choice(destinations)
self.target_x, self.target_y = dest[0] + random.uniform(-30, 30), dest[1] + random.uniform(-30, 30)
def update(self):
self.swim_timer += 0.15
dx = self.target_x - self.x
dy = self.target_y - self.y
dist = math.hypot(dx, dy)
if dist < 6.0:
self.pick_new_destination()
else:
self.yaw = math.degrees(math.atan2(dy, dx)) - 90.0
self.x += (dx / dist) * self.speed
self.y += (dy / dist) * self.speed
def draw(self):
glColor3f(*COLOR_FROG)
glPushMatrix()
glTranslatef(self.x, self.y, self.z)
glRotatef(self.yaw, 0, 0, 1)
leg_offset = math.sin(self.swim_timer) * 1.5
glBegin(GL_LINES)
glVertex3f(0.0, 0.0, 0.5)
glVertex3f(0.0, -5.0, 0.5)
glVertex3f(-2.0, 2.0, 0.5)
glVertex3f(2.0, 2.0, 0.5)
glVertex3f(-2.5, -2.0, 0.5)
glVertex3f(2.5, -2.0, 0.5)
glVertex3f(-2.0, 2.0, 0.5)
glVertex3f(0.0, 0.0, 0.5)
glVertex3f(2.0, 2.0, 0.5)
glVertex3f(0.0, 0.0, 0.5)
glVertex3f(-2.0, 2.0, 0.6)
glVertex3f(2.0, 2.0, 0.6)
glVertex3f(-2.0, 2.0, 0.6)
glVertex3f(0.0, 4.5, 0.6)
glVertex3f(2.0, 2.0, 0.6)
glVertex3f(0.0, 4.5, 0.6)
glVertex3f(-1.5, 3.5, 1.5)
glVertex3f(-1.5, 3.5, 0.6)
glVertex3f(1.5, 3.5, 1.5)
glVertex3f(1.5, 3.5, 0.6)
glVertex3f(-2.0, 2.0, 0.5)
glVertex3f(-4.0, 3.0, 0.0)
glVertex3f(-4.0, 3.0, 0.0)
glVertex3f(-3.5, 4.0, 0.0)
glVertex3f(2.0, 2.0, 0.5)
glVertex3f(4.0, 3.0, 0.0)
glVertex3f(4.0, 3.0, 0.0)
glVertex3f(3.5, 4.0, 0.0)
glVertex3f(-2.5, -2.0, 0.5)
glVertex3f(-5.0 - leg_offset, -4.0, 0.0)
glVertex3f(-5.0 - leg_offset, -4.0, 0.0)
glVertex3f(-3.0 - leg_offset, -6.0, 0.0)
glVertex3f(2.5, -2.0, 0.5)
glVertex3f(5.0 + leg_offset, -4.0, 0.0)
glVertex3f(5.0 + leg_offset, -4.0, 0.0)
glVertex3f(3.0 + leg_offset, -6.0, 0.0)
glEnd()
glPopMatrix()
# ==========================================
# RENDERIZADO DE ESCENARIO Y MODELOS
# ==========================================
def draw_water_surface(time_counter):
glColor3f(*COLOR_WATER)
grid_size = 15
for x in range(int(-POND_RADIUS), int(POND_RADIUS), grid_size * 2):
glBegin(GL_LINE_STRIP)
for y in range(int(-POND_RADIUS), int(POND_RADIUS), grid_size):
dist = math.hypot(x, y)
if dist < POND_RADIUS - 30:
z = 1.0 * math.sin(dist * 0.015 - time_counter * 3.0) + 0.5 * math.cos(x * 0.01 + time_counter)
glVertex3f(x, y, z)
glEnd()
for y in range(int(STREAM_MIN_Y), int(STREAM_MAX_Y), 15):
if abs(y) < POND_RADIUS:
continue
cx = get_river_center(y)
glBegin(GL_LINE_STRIP)
for dx in range(-100, 110, 10):
x = cx + dx
z = 0.5 * math.sin(y * 0.03 + dx * 0.08 + time_counter * 4.0)
glVertex3f(x, y, z)
glEnd()
def draw_terrain():
glColor3f(*COLOR_LAND)
grid_step = 120
for y in range(int(STREAM_MIN_Y - 300), int(STREAM_MAX_Y + 300), grid_step):
glBegin(GL_LINE_STRIP)
for x in range(-2500, 2500, grid_step):
z = 1.5 * math.sin(x * 0.005) + 1.5 * math.cos(y * 0.005)
glVertex3f(x, y, z)
glEnd()
width_river = 100.0
margin_land = 70.0
glColor3f(*COLOR_LAND_RIVER)
for y in range(int(STREAM_MIN_Y), int(STREAM_MAX_Y), 30):
if abs(y) < POND_RADIUS:
continue
cx = get_river_center(y)
glBegin(GL_LINE_STRIP)
for dx in range(int(-width_river - margin_land), int(-width_river), 15):
x = cx + dx
z = 0.6 * math.sin(y * 0.02 + x * 0.02) + 0.3
glVertex3f(x, y, z)
glEnd()
glBegin(GL_LINE_STRIP)
for dx in range(int(width_river), int(width_river + margin_land), 15):
x = cx + dx
z = 0.6 * math.sin(y * 0.02 + x * 0.02) + 0.3
glVertex3f(x, y, z)
glEnd()
for ix, iy, ir in ISLANDS:
glColor3f(*COLOR_ISLAND)
for layer in range(1, 4):
rad_layer = ir * (1 - layer * 0.25)
height = layer * 1.2
glBegin(GL_LINE_LOOP)
for i in range(16):
angle = 2.0 * math.pi * i / 16
dx = rad_layer * math.cos(angle)
dy = rad_layer * math.sin(angle)
glVertex3f(ix + dx, iy + dy, height)
glEnd()
def draw_map(time_counter):
draw_terrain()
draw_water_surface(time_counter)
offsets = [(-1.5, 0.6), (1.3, -0.6), (-0.7, -1.4), (1.1, 1.2), (0.0, 1.6), (-1.2, 0.0)]
for rx, ry, rz, rh in REEDS:
glColor3f(*COLOR_REED)
glBegin(GL_LINES)
glVertex3f(rx, ry, rz)
glVertex3f(rx, ry, rz + rh)
for ox, oy in offsets:
glVertex3f(rx, ry, rz)
glVertex3f(rx + ox, ry + oy, rz + rh * 0.85)
glEnd()
glColor3f(*COLOR_CATTAIL)
glBegin(GL_LINES)
for d in [-0.2, 0.0, 0.2]:
glVertex3f(rx + d, ry, rz + rh - 4.5)
glVertex3f(rx + d, ry, rz + rh)
for ox, oy in offsets:
for d in [-0.15, 0.15]:
glVertex3f(rx + ox + d, ry + oy, (rz + rh * 0.85) - 3.8)
glVertex3f(rx + ox + d, ry + oy, rz + rh * 0.85)
glEnd()
def draw_dragonfly(wing_angle, caught_insect=None):
glColor3f(*COLOR_DRAGONFLY)
glBegin(GL_LINES)
glVertex3f(0, 1.5, 0)
glVertex3f(0, -3.0, 0)
glVertex3f(-0.4, 0.6, 0)
glVertex3f(0.4, 0.6, 0)
glVertex3f(-0.3, -0.6, 0)
glVertex3f(0.3, -0.6, 0)
glVertex3f(-0.3, 0.5, 0)
glVertex3f(-0.2, 0.2, -0.6)
glVertex3f(0.3, 0.5, 0)
glVertex3f(0.2, 0.2, -0.6)
glVertex3f(-0.2, -0.2, 0)
glVertex3f(-0.1, -0.3, -0.6)
glVertex3f(0.2, -0.2, 0)
glVertex3f(0.1, -0.3, -0.6)
glEnd()
glBegin(GL_LINE_LOOP)
for i in range(8):
angle = 2.0 * math.pi * i / 8
glVertex3f(0.3 * math.cos(angle), 1.4 + 0.3 * math.sin(angle), 0)
glEnd()
rad_wing = math.radians(wing_angle)
w_z = math.sin(rad_wing) * 1.2 if wing_angle != 0 else 0.0
# Par de alas delanteras
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0.6, 0)
glVertex3f(-4.5, 1.0, w_z)
glVertex3f(-3.8, 0.2, w_z)
glEnd()
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0.6, 0)
glVertex3f(4.5, 1.0, w_z)
glVertex3f(3.8, 0.2, w_z)
glEnd()
# Par de alas traseras (añadidas para completar las 4 alas)
glBegin(GL_LINE_LOOP)
glVertex3f(0, -0.1, 0)
glVertex3f(-3.8, -0.2, w_z)
glVertex3f(-3.0, -0.8, w_z)
glEnd()
glBegin(GL_LINE_LOOP)
glVertex3f(0, -0.1, 0)
glVertex3f(3.8, -0.2, w_z)
glVertex3f(3.0, -0.8, w_z)
glEnd()
if caught_insect:
glPushMatrix()
glTranslatef(0.0, 0.2, -0.6)
caught_insect.draw(attached=True)
glPopMatrix()
# ==========================================
# INTERFAZ 2D / HUD Y PANTALLA INICIAL
# ==========================================
def draw_text_2d(text_surface, x, y):
text_data = pygame.image.tostring(text_surface, "RGBA", True)
w, h = text_surface.get_size()
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glRasterPos2i(x, y)
glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, text_data)
glDisable(GL_BLEND)
def draw_start_screen(font_title, font_subtitle, font_text, wing_angle):
glDisable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
gluOrtho2D(0, WIDTH, 0, HEIGHT)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
# TÍTULO PRINCIPAL
txt_title = font_title.render("LIBÉLULA", True, (0, 220, 255))
draw_text_2d(txt_title, WIDTH // 2 - 130, HEIGHT - 100)
# DIBUJO ANIMADO DE LA LIBÉLULA DE 4 ALAS EN LA PANTALLA INICIAL
glPushMatrix()
glTranslatef(WIDTH // 2 + 150, HEIGHT - 75, 0.0)
glScalef(12.0, 12.0, 1.0)
glColor3f(*COLOR_DRAGONFLY)
glBegin(GL_LINES)
glVertex3f(0, 1.5, 0)
glVertex3f(0, -3.0, 0)
glVertex3f(-0.4, 0.6, 0)
glVertex3f(0.4, 0.6, 0)
glEnd()
# 4 alas aleteando en el menú
rad_w = math.radians(wing_angle)
w_off = math.sin(rad_w) * 1.5
# Alas delanteras
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0.6, 0)
glVertex3f(-4.5, 1.0, w_off)
glVertex3f(-3.8, 0.2, w_off)
glEnd()
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0.6, 0)
glVertex3f(4.5, 1.0, w_off)
glVertex3f(3.8, 0.2, w_off)
glEnd()
# Alas traseras
glBegin(GL_LINE_LOOP)
glVertex3f(0, -0.1, 0)
glVertex3f(-3.8, -0.2, w_off)
glVertex3f(-3.0, -0.8, w_off)
glEnd()
glBegin(GL_LINE_LOOP)
glVertex3f(0, -0.1, 0)
glVertex3f(3.8, -0.2, w_off)
glVertex3f(3.0, -0.8, w_off)
glEnd()
glPopMatrix()
# OBJETIVO DEL JUEGO
obj_line1 = font_text.render("Objetivo: Vuela libre por el estanque y sus arroyos capturando moscas", True, (255, 255, 255))
obj_line2 = font_text.render("y mosquitos. Una vez cazados debes devorarlos posado en un junco.", True, (255, 255, 255))
draw_text_2d(obj_line1, 70, HEIGHT - 170)
draw_text_2d(obj_line2, 70, HEIGHT - 195)
# CONTROLES Y TECLAS
controls = [
"CONTROLES:",
"W / S : Acelerar / Frenar",
"Flecha Arriba / Abajo : Cambiar altitud",
"Flecha Izquierda / Derecha : Girar / Virar",
"ESPACIO : Picado rápido para caza",
"P : Aterrizaje automático en junco cercano",
"ESC : Salir del juego"
]
y_pos = HEIGHT - 250
for ctrl in controls:
is_title = ctrl.endswith(":")
col = (255, 220, 50) if is_title else (200, 200, 200)
t_surf = font_subtitle.render(ctrl, True, col) if is_title else font_text.render(ctrl, True, col)
draw_text_2d(t_surf, 70, y_pos)
y_pos -= 25
# LEYENDA VISUAL INFERIOR (Mosquito, Mosca y Junco)
y_icon = 90
# Icono Mosquito
glColor3f(*COLOR_MOSQUITO)
glBegin(GL_LINES)
glVertex2f(100, y_icon + 5)
glVertex2f(100, y_icon - 5)
glVertex2f(95, y_icon)
glVertex2f(105, y_icon)
glEnd()
txt_m = font_text.render("Mosquito", True, (255, 230, 0))
draw_text_2d(txt_m, 120, y_icon - 8)
# Icono Mosca
glColor3f(*COLOR_FLY)
glBegin(GL_LINES)
glVertex2f(280, y_icon + 5)
glVertex2f(280, y_icon - 5)
glVertex2f(275, y_icon - 3)
glVertex2f(285, y_icon + 3)
glVertex2f(275, y_icon + 3)
glVertex2f(285, y_icon - 3)
glEnd()
txt_f = font_text.render("Mosca", True, (200, 65, 40))
draw_text_2d(txt_f, 300, y_icon - 8)
# Icono Junco
glColor3f(*COLOR_REED)
glBegin(GL_LINES)
glVertex2f(450, y_icon - 10)
glVertex2f(450, y_icon + 15)
glEnd()
glColor3f(*COLOR_CATTAIL)
glBegin(GL_LINES)
glVertex2f(450, y_icon + 8)
glVertex2f(450, y_icon + 15)
glEnd()
txt_r = font_text.render("Junco", True, (100, 220, 100))
draw_text_2d(txt_r, 470, y_icon - 8)
# MENSAJE PARA COMENZAR
start_msg = font_subtitle.render("Pulsa INTRO o cualquier tecla para comenzar...", True, (100, 255, 100))
draw_text_2d(start_msg, WIDTH // 2 - 200, 30)
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
glEnable(GL_DEPTH_TEST)
def draw_hud(player_pos, yaw, insects, eaten_mosquitos, eaten_flies, font):
glDisable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
gluOrtho2D(0, WIDTH, 0, HEIGHT)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
px, py, pz = player_pos
# RADAR REDUCIDO
cx, cy = WIDTH // 2, HEIGHT - 35
radius = 22
glColor3f(*COLOR_HUD)
glBegin(GL_LINE_LOOP)
for i in range(24):
angle = 2.0 * math.pi * i / 24
glVertex2f(cx + radius * math.cos(angle), cy + radius * math.sin(angle))
glEnd()
glBegin(GL_LINES)
glVertex2f(cx, cy + radius)
glVertex2f(cx, cy + radius - 5)
glVertex2f(cx, cy - radius)
glVertex2f(cx, cy - radius + 5)
glVertex2f(cx - radius, cy)
glVertex2f(cx - radius + 5, cy)
glVertex2f(cx + radius, cy)
glVertex2f(cx + radius - 5, cy)
glEnd()
closest_insect = None
min_dist = 999999.0
relative_angle = 0.0
diff_z = 0.0
for insect in insects:
dx = insect.x - px
dy = insect.y - py
dist = math.hypot(dx, dy)
if dist < min_dist and dist > 0.1:
angle_to_insect = math.degrees(math.atan2(dy, dx))
heading = (angle_to_insect - (90 - yaw)) % 360
if heading > 180:
heading -= 360
if abs(heading) < 60:
min_dist = dist
closest_insect = insect
relative_angle = heading
diff_z = insect.z - pz
if closest_insect:
radar_x = cx - (relative_angle / 60.0) * (radius - 4)
radar_y = cy + (diff_z / 20.0) * (radius - 4)
dist_from_center = math.hypot(radar_x - cx, radar_y - cy)
if dist_from_center > (radius - 3):
factor = (radius - 3) / dist_from_center
radar_x = cx + (radar_x - cx) * factor
radar_y = cy + (radar_y - cy) * factor
glColor3f(1.0, 1.0, 1.0)
glBegin(GL_LINE_LOOP)
for i in range(8):
ang = 2.0 * math.pi * i / 8
glVertex2f(radar_x + 3 * math.cos(ang), radar_y + 3 * math.sin(ang))
glEnd()
# DIBUJOS ESTÁTICOS 2D DE LOS INSECTOS EN EL HUD
glColor3f(*COLOR_MOSQUITO)
glBegin(GL_LINES)
glVertex2f(25, HEIGHT - 33)
glVertex2f(25, HEIGHT - 27)
glVertex2f(21, HEIGHT - 30)
glVertex2f(29, HEIGHT - 30)
glEnd()
glColor3f(*COLOR_FLY)
glBegin(GL_LINES)
glVertex2f(WIDTH - 82, HEIGHT - 33)
glVertex2f(WIDTH - 82, HEIGHT - 27)
glVertex2f(WIDTH - 86, HEIGHT - 28)
glVertex2f(WIDTH - 78, HEIGHT - 32)
glVertex2f(WIDTH - 86, HEIGHT - 32)
glVertex2f(WIDTH - 78, HEIGHT - 28)
glEnd()
# TEXTOS DE CONTADORES
txt_mosq = font.render(f"x {eaten_mosquitos}", True, (255, 230, 0))
txt_flies = font.render(f"x {eaten_flies}", True, (200, 65, 40))
draw_text_2d(txt_mosq, 38, HEIGHT - 40)
draw_text_2d(txt_flies, WIDTH - 68, HEIGHT - 40)
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
glEnable(GL_DEPTH_TEST)
# ==========================================
# BUCLE PRINCIPAL
# ==========================================
def main():
pygame.init()
pygame.font.init()
font = pygame.font.SysFont("Arial", 22, bold=True)
font_title = pygame.font.SysFont("Arial", 48, bold=True)
font_subtitle = pygame.font.SysFont("Arial", 20, bold=True)
font_text = pygame.font.SysFont("Arial", 16, bold=False)
pygame.display.set_mode((WIDTH, HEIGHT), DOUBLEBUF | OPENGL)
pygame.display.set_caption("Libélula")
glEnable(GL_DEPTH_TEST)
glClearColor(*COLOR_BG, 1.0)
glMatrixMode(GL_PROJECTION)
gluPerspective(50, (WIDTH / HEIGHT), 0.1, 5000.0)
glMatrixMode(GL_MODELVIEW)
# Estado de la Libélula
px, py, pz = 0.0, 0.0, 15.0
yaw = 0.0
roll = 0.0
pitch = 0.0
max_roll = 30.0
max_pitch = 20.0
speed = 0.0
max_speed = 3.0
acceleration = 0.06
deceleration = 0.03
min_altitude = 1.0
max_altitude = 120.0
wing_timer = 0.0
water_timer = 0.0
is_perched = False
dive_phase = "none"
pre_dive_alt = 15.0
pre_dive_speed = 0.0
auto_landing = False
target_perch = None
caught_insect = None
eaten_mosquitos = 0
eaten_flies = 0
frog = Frog()
insects = []
num_mosquitos = random.randint(MOSQUITO_MIN, MOSQUITO_MAX)
num_flies = random.randint(FLY_MIN, FLY_MAX)
for _ in range(num_mosquitos):
insects.append(Insect("mosquito"))
for _ in range(num_flies):
insects.append(Insect("fly"))
clock = pygame.time.Clock()
in_start_screen = True
running = True
while running:
dt = clock.tick(60) / 1000.0
water_timer += dt
wing_timer += 60.0
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
running = False
elif event.type == KEYDOWN:
if in_start_screen:
in_start_screen = False # Salir de la pantalla de inicio con cualquier tecla
else:
if event.key == K_SPACE:
if not is_perched and dive_phase == "none":
dive_phase = "diving"
pre_dive_alt = pz
pre_dive_speed = speed
auto_landing = False
elif event.key == K_p:
if not is_perched and dive_phase == "none":
best_reed = None
min_d = 999.0
for rx, ry, rz, rh in REEDS:
dist = math.hypot(px - rx, py - ry)
if dist < 35.0:
angle_to_reed = math.degrees(math.atan2(ry - py, rx - px))
heading = (angle_to_reed - (90 - yaw)) % 360
if heading > 180:
heading -= 360
if abs(heading) < 45 and dist < min_d:
min_d = dist
best_reed = (rx, ry, rz + rh)
if best_reed:
target_perch = best_reed
auto_landing = True
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
if in_start_screen:
cam_x, cam_y, cam_z = 0.0, -100.0, 30.0
gluLookAt(cam_x, cam_y, cam_z, 0, 0, 15, 0, 0, 1)
draw_map(water_timer)
frog.draw()
wing_angle = math.sin(wing_timer * 0.5) * 35.0
draw_start_screen(font_title, font_subtitle, font_text, wing_angle)
else:
keys = pygame.key.get_pressed()
if is_perched:
if keys[K_LEFT]:
yaw += 3.0
if keys[K_RIGHT]:
yaw -= 3.0
if keys[K_w]:
is_perched = False
speed = 0.5
wing_angle = 0.0
pitch = 0.0
roll = 0.0
dive_phase = "none"
auto_landing = False
else:
if auto_landing and target_perch:
tx, ty, tz = target_perch
dx = tx - px
dy = ty - py
dist_to_target = math.hypot(dx, dy)
speed = 1.2
px += (dx / dist_to_target) * speed if dist_to_target > 0.1 else 0
py += (dy / dist_to_target) * speed if dist_to_target > 0.1 else 0
pz += (tz - pz) * 0.1
if dist_to_target < 2.5 and abs(pz - tz) < 2.5:
px, py, pz = target_perch
speed = 0.0
roll = 0.0
pitch = 0.0
is_perched = True
auto_landing = False
target_perch = None
if caught_insect:
if caught_insect.type == "mosquito":
eaten_mosquitos += 1
else:
eaten_flies += 1
caught_insect = None
elif dive_phase == "diving":
speed = max_speed * 1.5
pz -= 1.2
target_pitch = -45.0
if pz <= min_altitude:
pz = min_altitude
dive_phase = "recovering"
elif dive_phase == "recovering":
target_pitch = 30.0
pz += 0.8
speed += (pre_dive_speed - speed) * 0.1
if pz >= pre_dive_alt:
pz = pre_dive_alt
speed = pre_dive_speed
dive_phase = "none"
else:
if keys[K_w]:
speed = min(speed + acceleration, max_speed)
elif keys[K_s]:
speed = max(speed - deceleration, 0.0)
if speed < 0.3:
for rx, ry, rz, rh in REEDS:
dist = math.hypot(px - rx, py - ry)
if dist < 10.0 and abs(pz - (rz + rh)) < 10.0:
px, py, pz = rx, ry, rz + rh
speed = 0.0
roll = 0.0
pitch = 0.0
is_perched = True
if caught_insect:
if caught_insect.type == "mosquito":
eaten_mosquitos += 1
else:
eaten_flies += 1
caught_insect = None
break
target_pitch = 0.0
if keys[K_UP]:
pz = min(pz + 0.8, max_altitude)
target_pitch = max_pitch
elif keys[K_DOWN]:
pz = max(pz - 0.8, min_altitude)
target_pitch = -max_pitch
if not auto_landing:
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 += 80.0 if (dive_phase != "none" or auto_landing) else (60.0 if speed > 0.1 else 30.0)
wing_angle = math.sin(wing_timer) * 35.0
frog.update()
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
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:
caught_insect = insect
insects.remove(insect)
if dive_phase == "diving":
dive_phase = "recovering"
if current_mosquitos < MOSQUITO_MIN:
insects.append(Insect("mosquito"))
if current_flies < FLY_MIN:
insects.append(Insect("fly"))
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)
frog.draw()
for insect in insects:
insect.draw()
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()
draw_hud((px, py, pz), yaw, insects, eaten_mosquitos, eaten_flies, font)
pygame.display.flip()
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()