lunes, 26 de noviembre de 2018

U4: PRACTICA #21 JUEGO EN 3D

LINK: DESCARGAR

EJECUCIÓN DE CÓDIGO
import pygame
from pygame.locals import *
import math
import worldManager
import time
 
worldMap =[
  [8,8,8,8,8,8,8,8,8,8,8,4,4,6,4,4,6,4,6,4,4,4,6,4],#24
  [8,0,0,0,0,0,0,0,0,0,8,4,0,0,0,0,0,0,0,0,0,0,0,4],
  [8,0,3,3,0,0,0,0,0,8,8,4,0,0,0,0,0,0,0,0,0,0,0,6],
  [8,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6],
  [8,0,3,3,0,0,0,0,0,8,8,4,0,0,0,0,0,0,0,0,0,0,0,4],
  [8,0,0,0,0,0,0,0,0,0,8,4,0,0,0,0,0,6,6,6,0,6,4,6],
  [8,8,8,8,0,8,8,8,8,8,8,4,4,4,4,4,4,6,0,0,0,0,0,6],
  [7,7,7,7,0,7,7,7,7,0,8,0,8,0,8,0,8,4,0,4,0,6,0,6],
  [7,7,0,0,0,0,0,0,7,8,0,8,0,8,0,8,8,6,0,0,0,0,0,6],
  [7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,6,0,0,0,0,0,4],
  [7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,6,0,6,0,6,0,6],
  [7,7,0,0,0,0,0,0,7,8,0,8,0,8,0,8,8,6,4,6,0,6,6,6],
  [7,7,7,7,0,7,7,7,7,8,8,4,0,6,8,4,8,3,3,3,0,3,3,3],
  [2,2,2,2,0,2,2,2,2,4,6,4,0,0,6,0,6,3,0,0,0,0,0,3],
  [2,2,0,0,0,0,0,2,2,4,0,0,0,0,0,0,4,3,0,0,0,0,0,3],
  [2,0,0,0,0,0,0,0,2,4,0,0,0,0,0,0,4,3,0,0,0,0,0,3],
  [1,0,0,0,0,0,0,0,1,4,4,4,4,4,6,0,6,3,3,0,0,0,3,3],
  [2,0,0,0,0,0,0,0,2,2,2,1,2,2,2,6,6,0,0,5,0,5,0,5],
  [2,2,0,0,0,0,0,2,2,2,0,0,0,2,2,0,5,0,5,0,0,0,5,5],
  [2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,5,0,5,0,5,0,5,0,5],
  [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5],
  [2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,5,0,5,0,5,0,5,0,5],
  [2,2,0,0,0,0,0,2,2,2,0,0,0,2,2,0,5,0,5,0,0,0,5,5],
  [2,2,2,2,1,2,2,2,2,2,2,1,2,2,2,5,5,5,5,5,5,5,5,5]
];#24
 
#worldMap =[
#  [2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2],
#  [2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2]
#];
 
sprite_positions=[
  (20.5, 11.5, 2), #green light in front of playerstart
  #green lights in every room
  (18.5,4.5, 2),
  (10.0,4.5, 2),
  (10.0,12.5,2),
  (3.5, 6.5, 2),
  (3.5, 20.5,2),
  (3.5, 14.5,2),
  (14.5,20.5,2),
   
  #row of pillars in front of wall: fisheye test
  (18.5, 10.5, 1),
  (18.5, 11.5, 1),
  (18.5, 12.5, 1),
   
  #some barrels around the map
  (21.5, 1.5, 0),
  (15.5, 1.5, 0),
  (16.0, 1.8, 0),
  (16.2, 1.2, 0),
  (3.5,  2.5, 0),
  (9.5, 15.5, 0),
  (10.0, 15.1,0),
  (10.5, 15.8,0),
]
 
def load_image(image, darken, colorKey = None):
    ret = []
    if colorKey is not None:
        image.set_colorkey(colorKey)
    if darken:
        image.set_alpha(127)
    for i in range(image.get_width()):
        s = pygame.Surface((1, image.get_height())).convert()
        #s.fill((0,0,0))
        s.blit(image, (- i, 0))
        if colorKey is not None:
            s.set_colorkey(colorKey)
        ret.append(s)
    return ret
 
def main():
   
    t = time.clock() #time of current frame
    oldTime = 0. #time of previous frame
    pygame.mixer.init()#inicializar el modulo mezclador
    pygame.mixer.music.load("MuseUprising.mp3")
    pygame.mixer.music.play(-1)
    size = w, h = 640,480
    pygame.init()
    window = pygame.display.set_mode(size)#Inicializa una ventana o pantalla para visualizar
    pygame.display.set_caption("Gh0stenstein")
    screen = pygame.display.get_surface()#toma una referencia de la superficie de visualizacion actualmente configurada
    #pixScreen = pygame.surfarray.pixels2d(screen)
    pygame.mouse.set_visible(False)
    clock = pygame.time.Clock()
    #crea un objeto para ayudar a rastrear el tiempo
    f = pygame.font.SysFont(pygame.font.get_default_font(), 20)
    #crear un objeto Font a partir de las fuentes del sistema
    wm = worldManager.WorldManager(worldMap,sprite_positions, 22, 11.5, -1, 0, 0, .66)
     
    weapons = [Weapon("fist"),
               Weapon("pistol"),
               Weapon("shotgun"),
               Weapon("dbshotgun"),
               Weapon("chaingun"),
               Weapon("plasma"),
               Weapon("rocket"),
               Weapon("bfg"),
               Weapon("chainsaw")
               ]
    weapon_numbers = [K_1,K_2,K_3,K_4,K_5,K_6,K_7,K_8,K_0]
    weapon = weapons[0]
    #creacion de un bucle infinito que no cierre la ventana
    while(True):
        clock.tick(60)#se le pasa como parametro es el framerate, 
        #con el nos aseguramos de que el juego no va a mas de esa velocidad. 
        wm.draw(screen)
         
         
        # tiempo de entrada y contador de FPS
         
        frameTime = float(clock.get_time()) / 1000.0 # frameTime is the time this frame has taken, in seconds
        t = time.clock()
        text = f.render(str(clock.get_fps()), False, (255, 255, 0))
        screen.blit(text, text.get_rect(), text.get_rect())
        weapon.draw(screen, t)
        pygame.display.flip()#Actualiza la pantalla completa de la superficie a la pantalla
 
        # speed modifiers
        moveSpeed = frameTime * 6.0 # the constant value is in squares / second
        rotSpeed = frameTime * 2.0 # el valor de la constante es en radianes / segundo
         
        for event in pygame.event.get(): #get events from the queue
            if event.type == QUIT: #si se preciona la x de la ventana se detandra el bucle y cerrara el juego
                return
            elif event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    return
                elif event.key == K_SPACE:
                    #shoot
                    weapon.play()
                elif event.key in weapon_numbers:
                    weapon.stop()
                    weapon = weapons[weapon_numbers.index(event.key)]
            elif event.type == KEYUP:
                if event.key == K_SPACE:
                    weapon.stop()
            else:
                pass
         
        keys = pygame.key.get_pressed() #obtiene el estado de todos los botones del teclado
        if keys[K_UP]:
            # move forward if no wall in front of you
            moveX = wm.camera.x + wm.camera.dirx * moveSpeed
            if(worldMap[int(moveX)][int(wm.camera.y)]==0 and worldMap[int(moveX + 0.1)][int(wm.camera.y)]==0):wm.camera.x += wm.camera.dirx * moveSpeed
            moveY = wm.camera.y + wm.camera.diry * moveSpeed
            if(worldMap[int(wm.camera.x)][int(moveY)]==0 and worldMap[int(wm.camera.x)][int(moveY + 0.1)]==0):wm.camera.y += wm.camera.diry * moveSpeed
        if keys[K_DOWN]:
            # move backwards if no wall behind you
            if(worldMap[int(wm.camera.x - wm.camera.dirx * moveSpeed)][int(wm.camera.y)] == 0):wm.camera.x -= wm.camera.dirx * moveSpeed
            if(worldMap[int(wm.camera.x)][int(wm.camera.y - wm.camera.diry * moveSpeed)] == 0):wm.camera.y -= wm.camera.diry * moveSpeed
        if (keys[K_RIGHT] and not keys[K_DOWN]) or (keys[K_LEFT] and keys[K_DOWN]):
            # gira hacia la derecha
            # tanto la direccion de la camara como el plano de la camara deben girarse
            oldDirX = wm.camera.dirx
            wm.camera.dirx = wm.camera.dirx * math.cos(- rotSpeed) - wm.camera.diry * math.sin(- rotSpeed)
            wm.camera.diry = oldDirX * math.sin(- rotSpeed) + wm.camera.diry * math.cos(- rotSpeed)
            oldPlaneX = wm.camera.planex
            wm.camera.planex = wm.camera.planex * math.cos(- rotSpeed) - wm.camera.planey * math.sin(- rotSpeed)
            wm.camera.planey = oldPlaneX * math.sin(- rotSpeed) + wm.camera.planey * math.cos(- rotSpeed)
        if (keys[K_LEFT] and not keys[K_DOWN]) or (keys[K_RIGHT] and keys[K_DOWN]): 
            # rotate to the left
            # both camera direction and camera plane must be rotated
            oldDirX = wm.camera.dirx
            wm.camera.dirx = wm.camera.dirx * math.cos(rotSpeed) - wm.camera.diry * math.sin(rotSpeed)
            wm.camera.diry = oldDirX * math.sin(rotSpeed) + wm.camera.diry * math.cos(rotSpeed)
            oldPlaneX = wm.camera.planex
            wm.camera.planex = wm.camera.planex * math.cos(rotSpeed) - wm.camera.planey * math.sin(rotSpeed)
            wm.camera.planey = oldPlaneX * math.sin(rotSpeed) + wm.camera.planey * math.cos(rotSpeed)
 
fps = 8
class Weapon(object):
     
    def __init__(self, weaponName="shotgun", frameCount = 5):
        self.images = []
        self.loop = False
        self.playing = False
        self.frame = 0
        self.oldTime = 0
        for i in range(frameCount):
            img = pygame.image.load("pics/weapons/%s%s.bmp" % (weaponName, i+1)).convert()
            img = pygame.transform.scale2x(img)
            img = pygame.transform.scale2x(img)
            img.set_colorkey(img.get_at((0,0)))
            self.images.append(img)
    def play(self):
        self.playing = True
        self.loop = True
    def stop(self):
        self.playing = False
        self.loop = False
    def draw(self, surface, time):
        if(self.playing or self.frame > 0):
            if(time > self.oldTime + 1./fps):
                self.frame = (self.frame+1) % len(self.images)
                if self.frame == 0: 
                    if self.loop:
                        self.frame = 1
                    else:
                        self.playing = False
                         
                self.oldTime = time
        img = self.images[self.frame]
        surface.blit(img, (surface.get_width()/2 - img.get_width()/2, surface.get_height()-img.get_height()))
             
if __name__ == '__main__':
    main()

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U4: PRACTICA #21 JUEGO EN 3D