paia-hw3/src/game_object.py

163 lines
4.9 KiB
Python

import math
import random
import pydantic
import pygame.sprite
from .env import *
from .foods import Food
from .sound_controller import SoundController
from mlgame.view.view_model import create_rect_view_data, create_image_view_data
class LevelParams(pydantic.BaseModel):
playground_size_w: int = 300
playground_size_h: int = 300
score_to_pass: int = 10
time_to_play: int = 300
food_1: int = 3
food_2: int = 0
food_3: int = 0
garbage_1: int = 0
garbage_2: int = 0
garbage_3: int = 0
# level_thresholds = [10, 15, 20, 25, 30]
class Squid(pygame.sprite.Sprite):
ANGLE_TO_RIGHT = math.radians(-10)
ANGLE_TO_LEFT = math.radians(10)
def __init__(self, id, x, y):
pygame.sprite.Sprite.__init__(self)
self.id = id
self.origin_image = pygame.Surface([SQUID_W, SQUID_H])
self.image = self.origin_image
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self._score = 0
self._vel = LEVEL_PROPERTIES[1]['vel']
self._lv = 1
self.rank = 1
self.angle = 0
self._last_collision = 0
self._collision_dir = None
self._motion = None
def update(self, frame, motion):
# for motion in motions:
self._motion = motion
if frame - self._last_collision <=3:
# 反彈
if self._collision_dir == "UP":
self.rect.centery += self._vel
elif self._collision_dir == "DOWN":
self.rect.centery -= self._vel
elif self._collision_dir == "LEFT":
self.rect.centerx += self._vel
self.angle = self.ANGLE_TO_RIGHT
elif self._collision_dir == "RIGHT":
self.rect.centerx -= self._vel
self.angle = self.ANGLE_TO_LEFT
else:
self.angle = 0
return 0
if motion == "UP":
self.rect.centery -= self._vel
elif motion == "DOWN":
self.rect.centery += self._vel
elif motion == "LEFT":
self.rect.centerx -= self._vel
self.angle = self.ANGLE_TO_LEFT
elif motion == "RIGHT":
self.rect.centerx += self._vel
self.angle = self.ANGLE_TO_RIGHT
else:
self.angle = 0
# self.image = pygame.transform.rotate(self.origin_image, self.angle)
# print(self.angle)
# center = self.rect.center
# self.rect = self.image.get_rect()
# self.rect.center = center
@property
def game_object_data(self):
return create_image_view_data(
f"squid{self.id}",
self.rect.x,
self.rect.y,
self.rect.width,
self.rect.height,
self.angle
)
def eat_food_and_change_level_and_play_sound(self, food: Food, sound_controller: SoundController):
self._score += food.score
new_lv = get_current_level(self._score)
if new_lv > self._lv:
sound_controller.play_lv_up()
elif new_lv < self._lv:
sound_controller.play_lv_down()
if new_lv != self._lv:
self.rect.width = SQUID_W * LEVEL_PROPERTIES[new_lv]['size_ratio']
self.rect.height = SQUID_H * LEVEL_PROPERTIES[new_lv]['size_ratio']
self._vel = LEVEL_PROPERTIES[new_lv]['vel']
self._lv = new_lv
def collision_between_squids(self, collision_score, frame, sound_controller: SoundController):
if frame - self._last_collision > 3:
self._score += collision_score
self._last_collision = frame
sound_controller.play_collision()
if self._motion != "NONE":
self._collision_dir = self._motion
else:
self._collision_dir = random.choice(["UP", "DOWN", "RIGHT", "LEFT"])
new_lv = get_current_level(self._score)
if new_lv > self._lv:
sound_controller.play_lv_up()
elif new_lv < self._lv:
sound_controller.play_lv_down()
if new_lv != self._lv:
self.rect.width = SQUID_W * LEVEL_PROPERTIES[new_lv]['size_ratio']
self.rect.height = SQUID_H * LEVEL_PROPERTIES[new_lv]['size_ratio']
self._vel = LEVEL_PROPERTIES[new_lv]['vel']
self._lv = new_lv
@property
def score(self):
return self._score
@property
def vel(self):
return self._vel
@property
def lv(self):
return self._lv
def get_current_level(score: int) -> int:
"""
Determines the current level based on the player's score.
:param score: int - The current score of the player.
:return: int - The current level of the player.
"""
for level, threshold in enumerate(LEVEL_THRESHOLDS, start=1):
if score < threshold:
return min(level,6)
return len(LEVEL_THRESHOLDS) # Return the next level if score is beyond all thresholds