brutalmaze/brutalmaze/maze.py

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# -*- coding: utf-8 -*-
# maze.py - module for the maze class
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# This file is part of brutalmaze
#
# brutalmaze is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# brutalmaze is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with brutalmaze. If not, see <http://www.gnu.org/licenses/>.
#
# Copyright (C) 2017 Nguyễn Gia Phong
from collections import deque
from math import pi, atan, cos, sin, log
from random import choice, getrandbits
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import pygame
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from .characters import pos, sign, regpoly, fill_aapolygon, Hero, Enemy
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from .constants import *
__doc__ = 'brutalmaze module for the maze class'
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def cosin(x):
"""Return the sum of cosine and sine of x (measured in radians)."""
return cos(x) + sin(x)
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def length(x0, y0, x1, y1):
"""Return the length of the line segment joining the two points
(x0, y0) and (x1, y1).
"""
return ((x0-x1)**2 + (y0-y1)**2)**0.5
def cell(bit, upper=True):
"""Return a half of a cell of the maze based on the given bit."""
if bit: return deque([WALL]*ROAD_WIDTH + [EMPTY]*ROAD_WIDTH)
if upper: return deque([WALL] * (ROAD_WIDTH<<1))
return deque([EMPTY] * (ROAD_WIDTH<<1))
def new_column():
"""Return a newly generated column of the maze."""
column = deque()
upper, lower = deque(), deque()
for _ in range(MAZE_SIZE):
b = getrandbits(1)
upper.extend(cell(b))
lower.extend(cell(b, False))
for _ in range(ROAD_WIDTH): column.append(upper.__copy__())
for _ in range(ROAD_WIDTH): column.append(lower.__copy__())
return column
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class Maze:
"""Object representing the maze, including the characters."""
def __init__(self, size):
self.w, self.h = size
self.surface = pygame.display.set_mode(size, RESIZABLE)
self.distance = (self.w * self.h / 416) ** 0.5
self.step = self.distance / MOVE_SPEED
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self.middlex, self.middley = self.x, self.y = self.w >> 1, self.h >> 1
w, h = (int((i/self.distance+2) / 2) for i in size)
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self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
self.right = self.down = self.offsetx = self.offsety = 0
self.score = INIT_SCORE
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self.map = deque()
for _ in range(MAZE_SIZE): self.map.extend(new_column())
self.rotatex = self.rotatey = 0
self.enemies = []
self.add_enemy()
self.hero = Hero(self.surface)
self.map[MIDDLE][MIDDLE] = HERO
self.slashd = self.hero.R + self.distance/SQRT2
self.draw()
def add_enemy(self):
"""Add enough enemies."""
walls, length = [], log(self.score, GOLDEN_MEAN)
for i in self.rangex:
for j in self.rangey:
if self.map[i][j] == WALL: walls.append((i, j))
while walls and len(self.enemies) < length:
x, y = choice(walls)
if all(self.map[x + a][y + b] == WALL for a, b in ADJACENT_GRIDS):
continue
self.enemies.append(
Enemy(self.surface, self.map, choice(ENEMIES), x, y))
walls.remove((x, y))
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def draw(self):
"""Draw the maze."""
self.surface.fill(BG_COLOR)
for i in self.rangex:
for j in self.rangey:
if self.map[i][j] != WALL: continue
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x, y = pos(i, j, self.distance, self.middlex, self.middley)
square = regpoly(4, self.distance / SQRT2, pi / 4, x, y)
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fill_aapolygon(self.surface, square, FG_COLOR)
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def wake(self, enemy):
"""Wake the enemy up if it can see the hero."""
dx = (enemy.x - MIDDLE)*self.distance + self.offsetx*self.step
dy = (enemy.y - MIDDLE)*self.distance + self.offsety*self.step
mind = cosin(abs(atan(dy / dx)) if dx else 0) * self.distance
startx = starty = MIDDLE
stopx, stopy = enemy.x, enemy.y
if startx > stopx : startx, stopx = stopx, startx
if starty > stopy : starty, stopy = stopy, starty
for i in range(startx, stopx + 1):
for j in range(starty, stopy + 1):
if self.map[i][j] != WALL: continue
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x, y = pos(i, j, self.distance, self.middlex, self.middley)
d = abs(dy*(x-self.x) - dx*(y-self.y)) / (dy**2 + dx**2)**0.5
if d <= mind: return
enemy.awake = True
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def rotate(self, x, y):
"""Rotate the maze by (x, y)."""
for enemy in self.enemies: self.map[enemy.x][enemy.y] = EMPTY
if x:
self.offsetx = 0
self.map.rotate(x)
self.rotatex = (self.rotatex+x) % (ROAD_WIDTH*2)
if y:
self.offsety = 0
for d in self.map: d.rotate(y)
self.rotatey = (self.rotatey+y) % (ROAD_WIDTH*2)
if not self.rotatex and not self.rotatey:
for _ in range(ROAD_WIDTH * 2): self.map.pop()
self.map.extend(new_column())
for i in range(MAZE_SIZE):
b = getrandbits(1)
for j, grid in enumerate(cell(b)):
for k in range(ROAD_WIDTH):
self.map[i*2*ROAD_WIDTH+k][LAST_ROW + j] = grid
for j, grid in enumerate(cell(b, False)):
for k in range(ROAD_WIDTH):
self.map[(i*2+1)*ROAD_WIDTH+k][LAST_ROW + j] = grid
killist = []
for i, enemy in enumerate(self.enemies):
enemy.place(x, y)
if enemy.x not in self.rangex or enemy.y not in self.rangey:
enemy.die()
killist.append(i)
for i in reversed(killist): self.enemies.pop(i)
self.add_enemy()
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def slash(self):
"""Slash the enemies."""
unit, killist = self.distance/SQRT2 * self.hero.speed, []
for i, enemy in enumerate(self.enemies):
x, y = enemy.pos(self.distance, self.middlex, self.middley)
d = length(x, y, self.x, self.y)
if d <= self.slashd:
enemy.wound += (self.slashd-d) / unit
if enemy.wound >= len(enemy.color):
self.score += enemy.wound
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enemy.die()
killist.append(i)
for i in reversed(killist): self.enemies.pop(i)
self.add_enemy()
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def update(self):
"""Update the maze."""
modified, d = False, self.distance*1.5 - self.hero.R
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self.offsetx += self.right
s = sign(self.offsetx) * 2
if ((self.map[MIDDLE - s][MIDDLE - 1]
or self.map[MIDDLE - s][MIDDLE]
or self.map[MIDDLE - s][MIDDLE + 1])
and abs(self.offsetx*self.step) > d):
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self.offsetx -= self.right
else:
modified = True
self.offsety += self.down
s = sign(self.offsety) * 2
if ((self.map[MIDDLE - 1][MIDDLE - s]
or self.map[MIDDLE][MIDDLE - s]
or self.map[MIDDLE + 1][MIDDLE - s])
and abs(self.offsety*self.step) > d):
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self.offsety -= self.down
else:
modified = True
if modified:
self.map[MIDDLE][MIDDLE] = EMPTY
self.rotate(sign(self.offsetx) * (abs(self.offsetx)==MOVE_SPEED),
sign(self.offsety) * (abs(self.offsety)==MOVE_SPEED))
self.map[MIDDLE][MIDDLE] = HERO
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self.middlex = self.x + self.offsetx*self.step
self.middley = self.y + self.offsety*self.step
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self.draw()
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for enemy in self.enemies:
if not enemy.awake: self.wake(enemy)
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for enemy in self.enemies:
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enemy.update(self.distance, self.middlex, self.middley)
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self.hero.update()
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if self.hero.slashing: self.slash()
for enemy in self.enemies:
if not enemy.spin_queue: continue
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x, y = enemy.pos(self.distance, self.middlex, self.middley)
d = length(x, y, self.x, self.y)
if d <= self.slashd:
self.hero.wound += (self.slashd-d) / self.hero.R / enemy.speed
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pygame.display.flip()
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if self.hero.wound + 1 >= len(self.hero.color): self.lose()
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def resize(self, w, h):
"""Resize the maze."""
size = self.w, self.h = w, h
self.surface = pygame.display.set_mode(size, RESIZABLE)
self.hero.resize()
self.distance = (w * h / 416) ** 0.5
self.step = self.distance / MOVE_SPEED
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self.middlex = self.x + self.offsetx*self.step
self.middley = self.y + self.offsety*self.step
self.x, self.y = w >> 1, h >> 1
w, h = int((w/self.distance+2) / 2), int((h/self.distance+2) / 2)
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self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
self.draw()
def move(self, x, y):
"""Command the maze to move x step/frame faster to the left and
y step/frame faster upward so the hero will move in the reverse
direction.
"""
self.right += x
self.down += y
self.right, self.down = sign(self.right), sign(self.down)
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def lose(self):
"""Handle loses."""
quit()