- Add logic to spawn items at random intervals - Add mechanic to collect items with 'E' key - Refactor _random_position to a function
133 lines
4.2 KiB
Python
133 lines
4.2 KiB
Python
import pygame
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import random
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from src.settings import (
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ITEM_SPAWN_INTERVAL, ITEM_SHOPPING_TIMER, ITEM_SIZE,
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COLOR_HP_BAR_YELLOW, COLOR_HP_BAR_BG
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)
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class Item:
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def __init__(self, x, y, item_type):
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self.x = x
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self.y = y
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self.item_type = item_type
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# collision rect for player (2 times item size for width and height)
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self.rect = pygame.Rect(self.x, self.y, ITEM_SIZE, ITEM_SIZE)
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# timer to store time when item appeared
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self.spawn_time = pygame.time.get_ticks()
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# try to load sprite with item type
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try:
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path = f"assets/items/{item_type}.png"
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self.image = pygame.image.load(path).convert_alpha()
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self.image = pygame.transform.scale(self.image, (ITEM_SIZE, ITEM_SIZE))
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except Exception as e:
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print(f"Error loading item sprite {item_type}: {e}")
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self.image = None
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# to check if the time ran out to buy the item
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def is_expired(self):
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return pygame.time.get_ticks() - self.spawn_time >= ITEM_SHOPPING_TIMER
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# cam offset to convert world coordinates to screen coordinates
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def draw(self, screen, cam_x, cam_y):
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draw_x = self.x - cam_x
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draw_y = self.y - cam_y
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if self.image is not None:
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screen.blit(self.image, (draw_x, draw_y))
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else:
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# fallback using settings colors
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# coffee brown, beer yellow
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if self.item_type == "coffee":
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color = (120, 70, 30)
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else:
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color = COLOR_HP_BAR_YELLOW
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draw_rect = (draw_x, draw_y, ITEM_SIZE, ITEM_SIZE)
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pygame.draw.rect(screen, color, draw_rect)
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pygame.draw.rect(screen, COLOR_HP_BAR_BG, draw_rect, 2)
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# try 50 times to find a free position to spawn item
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def _random_position(room_rect, blocked_rects):
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attempts = 0
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max_attempts = 50
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while attempts < max_attempts:
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# generate random x/y coordinates with room boundaries
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# * 2 to have a margin to walls
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x = random.randint(room_rect.left + ITEM_SIZE, room_rect.right - ITEM_SIZE * 2)
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y = random.randint(room_rect.top + ITEM_SIZE, room_rect.bottom - ITEM_SIZE * 2)
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# create a rect at this position for testing collision
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test_rect = pygame.Rect(x, y, ITEM_SIZE, ITEM_SIZE)
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blocked = False
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for b in blocked_rects:
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if test_rect.colliderect(b):
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blocked = True
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break
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# if position is not blocked, return the position
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if not blocked:
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return x, y
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attempts += 1
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# no spot after 50 attempts -> return
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return None
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class ItemManager:
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def __init__(self):
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self.items = []
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self.last_spawn_time = pygame.time.get_ticks()
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# remove expired items and spawn new ones
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def update(self, room_rect, blocked_rects):
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now = pygame.time.get_ticks()
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remaining_items = []
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for item in self.items:
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if item.is_expired() == False:
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remaining_items.append(item)
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# replace the old list with the new temp_list
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self.items = remaining_items
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# spawn logic for new items
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if room_rect is not None:
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if now - self.last_spawn_time >= ITEM_SPAWN_INTERVAL:
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pos = _random_position(room_rect, blocked_rects)
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if pos is not None:
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x, y = pos
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item_type = random.choice(["coffee", "beer"])
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self.items.append(Item(x, y, item_type))
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self.last_spawn_time = now
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# check if player press "e" to buy
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def check_collect(self, player_rect, keys):
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if keys[pygame.K_e]:
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for item in self.items:
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if player_rect.colliderect(item.rect):
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return item
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return None
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# delete item from list after buying it
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def remove_item(self, item):
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if item in self.items:
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self.items.remove(item)
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# draw all active items
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def draw(self, screen, cam_x, cam_y):
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for item in self.items:
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item.draw(screen, cam_x, cam_y)
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# clear items when changing room
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def clear(self):
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self.items = []
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self.last_spawn_time = pygame.time.get_ticks() |