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322 lines
12 KiB
322 lines
12 KiB
from __future__ import annotations |
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import math |
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from copy import deepcopy |
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from random import choice, uniform, randrange as rnd |
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from dataclasses import dataclass, field |
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import pygame |
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import typing |
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import numpy as np |
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FPS = 30 |
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RED = 0xFF0000 |
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BLUE = 0x0000FF |
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YELLOW = 0xFFC91F |
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GREEN = 0x00FF00 |
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MAGENTA = 0xFF03B8 |
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CYAN = 0x00FFCC |
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BLACK = (0, 0, 0) |
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WHITE = 0xFFFFFF |
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GREY = 0x7D7D7D |
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GAME_COLORS = [RED, BLUE, YELLOW, GREEN, MAGENTA, CYAN] |
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WIDTH = 800 |
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HEIGHT = 600 |
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@dataclass |
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class Ball: |
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position: np.array |
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r: float = 10 |
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v: np.array = field(default_factory=lambda: np.array([0., 0.])) |
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color: int = field(default_factory=lambda: choice(GAME_COLORS)) |
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time_to_split: typing.Optional[int] = field(default_factory=lambda: choice([None, rnd(5, 25)])) |
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live: int = 30 |
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def move(self): |
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"""Переместить мяч по прошествии единицы времени. |
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Метод описывает перемещение мяча за один кадр перерисовки. То есть, обновляет значения |
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self.x и self.y с учетом скоростей self.vx и self.vy, силы гравитации, действующей на мяч, |
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и стен по краям окна (размер окна 800х600). |
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""" |
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if self.time_to_split is not None: |
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self.time_to_split -= 1 |
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if self.position[1] <= 500: |
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self.v[1] -= 1.2 |
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self.position += self.v * np.array([1, -1]) |
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self.v[0] *= 0.99 |
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else: |
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if np.linalg.norm(self.v) > 10 ** 0.5: |
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self.v *= np.array([0.5, -0.5]) |
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self.position[1] = 499 |
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self.live -= 1 |
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if self.position[0] > 780: |
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self.v[0] *= -0.5 |
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self.position[0] = 779 |
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def draw(self, screen): |
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pygame.draw.circle( |
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screen, |
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self.color, |
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self.position, |
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self.r |
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) |
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def hittest(self, obj): |
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"""Функция проверяет, сталкивается ли данный объект с целью, описываемой в объекте obj. |
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Args: |
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obj: Объект, с которым проверяется столкновение. |
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Returns: |
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Возвращает True в случае столкновения мяча и цели. В противном случае возвращает False. |
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""" |
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if np.linalg.norm(self.position - obj.position) < self.r + obj.r: |
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return True |
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else: |
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return False |
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def get_split(self) -> typing.Tuple[Ball, Ball]: |
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ball1, ball2 = deepcopy(self), deepcopy(self) |
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ball1.r /= 2 ** 0.5 |
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ball2.r /= 2 ** 0.5 |
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ball1.time_to_split = choice([None, rnd(5, 25)]) |
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ball2.time_to_split = choice([None, rnd(5, 25)]) |
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v_angle = np.arctan2(*self.v) |
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delta_angle = 0.5 |
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ball1.v = np.linalg.norm(self.v) * np.array([np.sin(v_angle - delta_angle), np.cos(v_angle - delta_angle)]) |
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ball2.v = np.linalg.norm(self.v) * np.array([np.sin(v_angle + delta_angle), np.cos(v_angle + delta_angle)]) |
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return ball1, ball2 |
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@dataclass |
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class Gun: |
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bullet: bool = 0 |
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f2_power: int = 10 |
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f2_on: bool = 0 |
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an: float = 1 |
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color: int = GREY |
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x0: int = 40 |
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y0: int = 350 |
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bg_color: int = BLUE |
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keymap: typing.List[int] = field( |
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default_factory=lambda: [pygame.K_a, pygame.K_s, pygame.K_d, pygame.K_q, pygame.K_e] |
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) |
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def fire2_start(self, _event): |
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self.f2_on = True |
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def fire2_end(self, game: Game): |
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"""Выстрел мячом. |
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Происходит при отпускании кнопки мыши. |
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Начальные значения компонент скорости мяча vx и vy зависят от положения мыши. |
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""" |
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self.bullet += 1 |
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new_ball = Ball(position=np.array([self.x0 + self.deltas()[0], self.y0 + self.deltas()[1]])) |
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new_ball.r += 5 |
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new_ball.v[0] = self.f2_power * math.cos(self.an) |
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new_ball.v[1] = - self.f2_power * math.sin(self.an) |
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game.balls.append(new_ball) |
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self.f2_on = False |
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self.f2_power = 10 |
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def targetting(self, event): |
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"""Прицеливание. Зависит от положения мыши.""" |
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if event and event.pos[0] != 20: |
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self.an = math.atan((event.pos[1] - self.y0) / (event.pos[0] - self.x0)) |
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if self.f2_on: |
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self.color = RED |
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else: |
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self.color = GREY |
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def handle_event(self, event, game: Game): |
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if event.type == pygame.MOUSEMOTION: |
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self.targetting(event) |
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if event.type == pygame.KEYDOWN and event.key == self.keymap[1]: |
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self.fire2_start(event) |
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if event.type == pygame.KEYUP and event.key == self.keymap[1]: |
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self.fire2_end(game) |
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elif event.type == pygame.MOUSEBUTTONDOWN: |
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self.fire2_start(event) |
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def deltas(self) -> typing.Tuple[float, float]: |
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length = 50 + self.f2_power |
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return length * math.cos(self.an), length * math.sin(self.an) |
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def draw(self, screen): |
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r, length = 10, 50 + self.f2_power |
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dx, dy = r * math.sin(self.an), -r * math.cos(self.an) |
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delta_x, delta_y = self.deltas() |
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points = [ |
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(self.x0 + dx, self.y0 + dy), (self.x0 - dx, self.y0 - dy), |
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(self.x0 + delta_x - dx, self.y0 + delta_y - dy), (self.x0 + delta_x + dx, self.y0 + delta_y + dy)] |
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pygame.draw.polygon(screen, self.color, points) |
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pygame.draw.polygon(screen, self.bg_color, |
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[(self.x0 - 50, self.y0), (self.x0 + 50, self.y0), (self.x0 + 50, self.y0 + 35), |
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(self.x0 - 50, self.y0 + 35)]) |
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pygame.draw.polygon(screen, self.bg_color, |
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[(self.x0 - 15, self.y0 - 10), (self.x0 + 15, self.y0 - 10), (self.x0 + 15, self.y0 + 3), |
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(self.x0 - 15, self.y0 + 3)]) |
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def move(self, _game): |
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if pygame.key.get_pressed()[self.keymap[2]]: |
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self.x0 += 5 |
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if pygame.key.get_pressed()[self.keymap[0]]: |
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self.x0 -= 5 |
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if pygame.key.get_pressed()[self.keymap[3]]: |
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self.an -= 0.05 |
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if pygame.key.get_pressed()[self.keymap[4]]: |
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self.an += 0.05 |
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self.power_up() |
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def power_up(self): |
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if self.f2_on: |
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if self.f2_power < 100: |
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self.f2_power += 1 |
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self.color = RED |
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else: |
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self.color = GREY |
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@dataclass |
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class Target: |
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x: float = field(default_factory=lambda: rnd(600, 780)) |
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y: float = field(default_factory=lambda: rnd(300, 550)) |
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r: float = field(default_factory=lambda: rnd(9, 50)) |
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vx: float = field(default_factory=lambda: rnd(-4, 6)) |
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vy: float = field(default_factory=lambda: rnd(-4, 6)) |
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color: int = RED |
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points: int = 0 |
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live: int = 1 |
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ax: float = 0 |
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ay: float = 0 |
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randomness_ampl: float = field(default_factory=lambda: uniform(0, 5) * choice([0, 0, 1])) |
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oscillation_freq: float = field(default_factory=lambda: 0.05 * choice([-1, 1])) |
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oscillation_ampl: float = field(default_factory=lambda: rnd(0, 6) * choice([0, 0, 1])) |
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oscillation_phase: float = field(default_factory=lambda: uniform(0, 2 * np.pi)) |
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def hit(self, points=1): |
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"""Попадание шарика в цель.""" |
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self.points += points |
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def draw(self, screen): |
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pygame.draw.circle( |
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screen, |
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self.color, |
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(self.x, self.y), |
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self.r |
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) |
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pygame.draw.circle( |
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screen, |
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WHITE, |
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(self.x, self.y), |
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self.r * 0.7 |
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) |
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pygame.draw.circle( |
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screen, |
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self.color if not self.oscillation_ampl and not self.randomness_ampl else BLUE, |
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(self.x, self.y), |
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self.r * 0.45 |
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) |
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def move(self): |
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"""Переместить мяч по прошествии единицы времени. |
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|
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Метод описывает перемещение мяча за один кадр перерисовки. То есть, обновляет значения |
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self.x и self.y с учетом скоростей self.vx и self.vy, силы гравитации, действующей на мяч, |
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и стен по краям окна (размер окна 800х600). |
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""" |
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if self.y < 0: |
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self.vy = -abs(self.vy) * 0.5 + self.ay |
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if self.x < 0: |
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self.vx = abs(self.vx) * 0.75 + self.ax |
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if self.y <= 500: |
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self.y -= self.vy + self.oscillation_ampl * np.sin(self.oscillation_phase) |
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self.x += self.vx + self.oscillation_ampl * np.cos(self.oscillation_phase) |
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self.vx *= 0.98 |
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else: |
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# if self.vx ** 2 + self.vy ** 2 > 10: |
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# self.vy = -self.vy / 2 |
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# self.vx = self.vx / 2 |
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self.vy = 0.9 * abs(self.vy) |
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self.y = 499 |
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if self.x > 780: |
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self.vx = -abs(self.vx) / 2 |
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self.x = 779 |
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self.oscillation_phase += self.oscillation_freq |
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self.ax += self.randomness_ampl * uniform(-1, 1) |
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self.ay += self.randomness_ampl * uniform(-1, 1) |
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@property |
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def position(self): |
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return np.array([self.x, self.y]) |
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@dataclass |
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class Game: |
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balls: typing.List[Ball] = field(default_factory=list) |
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targets: typing.List[Target] = field(default_factory=lambda: [Target(), Target()]) |
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guns: typing.List[Gun] = field(default_factory=lambda: [ |
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Gun(), Gun(x0=300, keymap=[pygame.K_j, pygame.K_k, pygame.K_l, pygame.K_u, pygame.K_o], bg_color=GREEN) |
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]) |
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finished: bool = False |
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clock: pygame.time.Clock = field(default_factory=pygame.time.Clock) |
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fps: int = FPS |
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def move(self): |
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for target in self.targets: |
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target.move() |
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for ball in self.balls: |
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ball.move() |
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if ball.live < 0: |
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self.balls.pop([i for i in range(len(self.balls)) if self.balls[i].position is ball.position][0]) |
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elif ball.time_to_split is not None and ball.time_to_split < 0: |
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ball1, ball2 = ball.get_split() |
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self.balls.pop([i for i in range(len(self.balls)) if self.balls[i].position is ball.position][0]) |
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self.balls.extend([ball1, ball2]) |
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for target in self.targets: |
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if ball.hittest(target) and target.live: |
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target.live = 0 |
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ball.live = -1 |
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target.hit() |
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self.targets.remove(target) |
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self.targets.append(Target()) |
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for gun in self.guns: |
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gun.move(self) |
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def draw(self, screen): |
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screen.fill(WHITE) |
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for gun in self.guns: |
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gun.draw(screen) |
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for target in self.targets: |
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target.draw(screen) |
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for ball in self.balls: |
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ball.draw(screen) |
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pygame.display.update() |
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def process_event(self, event): |
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if event.type == pygame.QUIT: |
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self.finished = True |
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elif event.type == pygame.MOUSEBUTTONUP: |
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for gun in self.guns: |
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gun.targetting(event) |
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gun.fire2_end(self) |
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for gun in self.guns: |
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gun.handle_event(event, self) |
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def main_loop(self): |
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screen = pygame.display.set_mode((WIDTH, HEIGHT)) |
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while not self.finished: |
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self.draw(screen) |
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self.clock.tick(self.fps) |
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for event in pygame.event.get(): |
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self.process_event(event) |
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self.move() |
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pygame.quit() |
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pygame.init() |
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game = Game() |
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game.main_loop()
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