cdec/water-game.py

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# Simple top-down shooter with WASD player, arrow-key enemy, health bar, minimap, and raster background
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import pygame, sys, numpy as np, rasterio, random
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pygame.init()
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WIDTH, HEIGHT = 800, 600
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WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Water Bottle Shooter")
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PLAYER_SIZE, PLAYER_SPEED = 40, 5
WATER_SIZE, WATER_SPEED = 10, 10
KILL_RADIUS = 30
MINIMAP_SIZE, MINIMAP_MARGIN = 200, 20
PLAYER_IMG_PATH = "images/player.png"
ENEMY_IMG_PATH = "images/enemy.png"
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HUMAN_IMG_PATH = "images/human.png"
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MAP_PATH = "results/s2_2025.tif"
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# Load images
def load_img(path, size):
try:
img = pygame.image.load(path).convert_alpha()
return pygame.transform.scale(img, size)
except:
return None
PLAYER_IMAGE = load_img(PLAYER_IMG_PATH, (PLAYER_SIZE, PLAYER_SIZE))
ENEMY_IMAGE = load_img(ENEMY_IMG_PATH, (PLAYER_SIZE, PLAYER_SIZE))
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HUMAN_IMAGE = load_img(HUMAN_IMG_PATH, (PLAYER_SIZE, PLAYER_SIZE))
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# Load raster map
def load_map(path):
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try:
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arr = rasterio.open(path).read(1)
arr = np.nan_to_num(arr - 272.15, nan=0)
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arr = np.clip(arr, np.percentile(arr, 5), np.percentile(arr, 95))
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arr = ((arr - arr.min()) / (arr.max() - arr.min()) * 255).astype(np.uint8)
arr = np.stack([arr, arr, arr], -1)
arr = np.rot90(arr, 3)
arr = np.fliplr(arr)
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surf = pygame.surfarray.make_surface(arr)
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return surf, arr.shape[1], arr.shape[0]
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except Exception as e:
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print(f"Map load error: {e}"); return None, WIDTH, HEIGHT
map_surface, MAP_W, MAP_H = load_map(MAP_PATH)
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class Player:
def __init__(self, x, y):
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self.x, self.y, self.alive = x, y, True
self.rect = pygame.Rect(x, y, PLAYER_SIZE, PLAYER_SIZE)
self.dir = "up"
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def move(self, keys):
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if not self.alive: return
dx = dy = 0
if keys[pygame.K_w]: dy -= PLAYER_SPEED; self.dir = "up"
if keys[pygame.K_s]: dy += PLAYER_SPEED; self.dir = "down"
if keys[pygame.K_a]: dx -= PLAYER_SPEED; self.dir = "left"
if keys[pygame.K_d]: dx += PLAYER_SPEED; self.dir = "right"
self.x = max(0, min(MAP_W-PLAYER_SIZE, self.x+dx))
self.y = max(0, min(MAP_H-PLAYER_SIZE, self.y+dy))
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self.rect.topleft = (self.x, self.y)
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def draw(self, win, ox, oy):
if not self.alive: return
img = PLAYER_IMAGE or None
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angle = {"up": 90, "right": 0, "down": -90, "left": 180}[self.dir]
if img:
rotated_img = pygame.transform.rotate(img, angle)
win.blit(rotated_img, (self.x-ox, self.y-oy))
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else: pygame.draw.rect(win, (200,200,0), (self.x-ox, self.y-oy, PLAYER_SIZE, PLAYER_SIZE))
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class Enemy:
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def __init__(self, x, y,controlled=False):
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self.x, self.y = x, y
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self.rect = pygame.Rect(x, y, PLAYER_SIZE, PLAYER_SIZE)
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self.dir = "up"
self.max_health, self.health = 100, 100
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self.is_human = False
self.controlled = controlled
def move(self, keys, player=None):
if self.is_human:
# Move randomly
if random.random() < 0.02:
self.dir = random.choice(["up", "down", "left", "right"])
dx = dy = 0
if self.dir == "up": dy -= PLAYER_SPEED//1.5
if self.dir == "down": dy += PLAYER_SPEED//2
if self.dir == "left": dx -= PLAYER_SPEED//2
if self.dir == "right": dx += PLAYER_SPEED//2
self.x = max(0, min(MAP_W-PLAYER_SIZE//2, self.x+dx))
self.y = max(0, min(MAP_H-PLAYER_SIZE//2, self.y+dy))
self.rect.topleft = (self.x, self.y)
elif self.controlled:
dx = dy = 0
if keys[pygame.K_UP]: dy -= PLAYER_SPEED//1.5; self.dir = "up"
if keys[pygame.K_DOWN]: dy += PLAYER_SPEED//1.5; self.dir = "down"
if keys[pygame.K_LEFT]: dx -= PLAYER_SPEED//1.5; self.dir = "left"
if keys[pygame.K_RIGHT]: dx += PLAYER_SPEED//1.5; self.dir = "right"
self.x = max(0, min(MAP_W-PLAYER_SIZE//2, self.x+dx))
self.y = max(0, min(MAP_H-PLAYER_SIZE//2, self.y+dy))
self.rect.topleft = (self.x, self.y)
else:
# Chase the player
if player and player.alive:
dx = player.x - self.x
dy = player.y - self.y
dist = max(1, (dx**2 + dy**2)**0.5)
speed = PLAYER_SPEED//2
self.x += int(speed * dx / dist)
self.y += int(speed * dy / dist)
self.x = max(0, min(MAP_W-PLAYER_SIZE//2, self.x))
self.y = max(0, min(MAP_H-PLAYER_SIZE//2, self.y))
self.rect.topleft = (self.x, self.y)
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def draw(self, win, ox, oy):
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enemy_img = ENEMY_IMAGE or None
human_img = HUMAN_IMAGE or None
color = (0, 128, 255) if self.is_human else (200, 200, 0)
if enemy_img and not self.is_human:
win.blit(enemy_img, (self.x-ox, self.y-oy))
elif human_img and self.is_human:
win.blit(human_img, (self.x-ox, self.y-oy))
else:
pygame.draw.rect(win, color, (self.x-ox, self.y-oy, PLAYER_SIZE//2, PLAYER_SIZE//2))
# Health bar (only for zombie)
if not self.is_human:
bw, bh = PLAYER_SIZE//2, 6
ratio = self.health/self.max_health
bx, by = self.x-ox, self.y-oy-bh-2
pygame.draw.rect(win, (255,0,0), (bx,by,bw,bh))
pygame.draw.rect(win, (0,255,0), (bx,by,int(bw*ratio),bh))
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def take_damage(self, amt):
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if not self.is_human:
self.health = max(0, self.health-amt)
if self.health == 0:
self.is_human = True
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def check_kill_player(self, player):
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if not self.is_human:
dx = (self.x+PLAYER_SIZE//4)-(player.x+PLAYER_SIZE//2)
dy = (self.y+PLAYER_SIZE//4)-(player.y+PLAYER_SIZE//2)
if (dx**2+dy**2)**0.5 < KILL_RADIUS: player.alive = False
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class TapWater:
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def __init__(self, x, y, dir):
self.x = x+PLAYER_SIZE//2-WATER_SIZE//2
self.y = y+PLAYER_SIZE//2-WATER_SIZE//2
self.dir = dir
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self.rect = pygame.Rect(self.x, self.y, WATER_SIZE, WATER_SIZE)
def move(self):
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if self.dir=="up": self.y -= WATER_SPEED
elif self.dir=="down": self.y += WATER_SPEED
elif self.dir=="left": self.x -= WATER_SPEED
elif self.dir=="right": self.x += WATER_SPEED
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self.rect.topleft = (self.x, self.y)
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def draw(self, win, ox, oy):
pygame.draw.rect(win, (0,180,255), (self.x-ox, self.y-oy, WATER_SIZE, WATER_SIZE))
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def draw_minimap(win, map_surface, player, enemies, bottles):
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mini = pygame.transform.smoothscale(map_surface, (MINIMAP_SIZE, MINIMAP_SIZE))
win.blit(mini, (WIDTH-MINIMAP_SIZE-MINIMAP_MARGIN, MINIMAP_MARGIN))
def map2mini(x,y):
mx = int(x/MAP_W*MINIMAP_SIZE)
my = int(y/MAP_H*MINIMAP_SIZE)
return WIDTH-MINIMAP_SIZE-MINIMAP_MARGIN+mx, MINIMAP_MARGIN+my
pygame.draw.circle(win, (0,255,0), map2mini(player.x+PLAYER_SIZE//2, player.y+PLAYER_SIZE//2), 5)
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for enemy in enemies:
color = (0,128,255) if enemy.is_human else (255,0,0) if enemy.controlled else (200,200,0)
ex, ey = map2mini(enemy.x+PLAYER_SIZE//4, enemy.y+PLAYER_SIZE//4)
pygame.draw.circle(win, color, (ex, ey), 5)
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for b in bottles:
pygame.draw.circle(win, (0,180,255), map2mini(b.x, b.y), 3)
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def main():
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player = Player(MAP_W//2, MAP_H//2)
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# Spawn 20 zombies, only the first is controlled
enemies = []
for i in range(20):
x = random.randint(0, MAP_W-PLAYER_SIZE)
y = random.randint(0, MAP_H-PLAYER_SIZE)
controlled = (i == 0)
enemies.append(Enemy(x, y, controlled=controlled))
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bottles = []
minimap_visible = True
clock = pygame.time.Clock()
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running = True
while running:
clock.tick(60)
for event in pygame.event.get():
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if event.type==pygame.QUIT: running=False
if event.type==pygame.KEYDOWN:
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if event.key==pygame.K_SPACE: bottles.append(TapWater(player.x, player.y, player.dir))
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if event.key==pygame.K_m: minimap_visible = not minimap_visible
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keys = pygame.key.get_pressed()
player.move(keys)
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for enemy in enemies:
enemy.move(keys, player)
enemy.check_kill_player(player)
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for b in bottles[:]:
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for enemy in enemies:
if enemy.rect.colliderect(b.rect): enemy.take_damage(20); bottles.remove(b); break
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bottles = [b for b in bottles if 0<=b.x<=MAP_W and 0<=b.y<=MAP_H]
ox = max(0, min(player.x+PLAYER_SIZE//2-WIDTH//2, MAP_W-WIDTH))
oy = max(0, min(player.y+PLAYER_SIZE//2-HEIGHT//2, MAP_H-HEIGHT))
if map_surface: WIN.blit(map_surface, (0,0), area=pygame.Rect(ox,oy,WIDTH,HEIGHT))
else: WIN.fill((255,255,255))
player.draw(WIN, ox, oy)
for b in bottles: b.draw(WIN, ox, oy)
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for enemy in enemies: enemy.draw(WIN, ox, oy)
if minimap_visible:
# Draw all enemies on minimap
draw_minimap(WIN, map_surface, player, enemies, bottles)
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pygame.display.update()
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if not player.alive:
font = pygame.font.SysFont(None, 48)
text = font.render("Game Over!", True, (255,0,0))
WIN.blit(text, (WIDTH//2-text.get_width()//2, HEIGHT//2-text.get_height()//2))
pygame.display.update(); pygame.time.wait(2000); running=False
pygame.quit(); sys.exit()
if __name__=="__main__": main()