add minimap

This commit is contained in:
Aron Petau 2025-10-11 16:26:27 +02:00
parent 466812a64f
commit 44a42901c6
51 changed files with 126 additions and 311 deletions

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PROJCS["ETRS_1989_UTM_Zone_32N",GEOGCS["GCS_ETRS_1989",DATUM["D_ETRS_1989",SPHEROID["GRS_1980",6378137.0,298.257222101]],PRIMEM["Greenwich",0.0],UNIT["Degree",0.0174532925199433]],PROJECTION["Transverse_Mercator"],PARAMETER["False_Easting",500000.0],PARAMETER["False_Northing",0.0],PARAMETER["Central_Meridian",9.0],PARAMETER["Scale_Factor",0.9996],PARAMETER["Latitude_Of_Origin",0.0],UNIT["Meter",1.0]]

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PROJCS["ETRS_1989_UTM_Zone_32N",GEOGCS["GCS_ETRS_1989",DATUM["D_ETRS_1989",SPHEROID["GRS_1980",6378137.0,298.257222101]],PRIMEM["Greenwich",0.0],UNIT["Degree",0.0174532925199433]],PROJECTION["Transverse_Mercator"],PARAMETER["False_Easting",500000.0],PARAMETER["False_Northing",0.0],PARAMETER["Central_Meridian",9.0],PARAMETER["Scale_Factor",0.9996],PARAMETER["Latitude_Of_Origin",0.0],UNIT["Meter",1.0]]

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@ -1,201 +1,161 @@
# Simple top-down game skeleton with WASD movement and water bottle shooting
import pygame
import sys
import numpy as np
import rasterio
# Simple top-down shooter with WASD player, arrow-key enemy, health bar, minimap, and raster background
import pygame, sys, numpy as np, rasterio
pygame.init()
WIDTH, HEIGHT = 800, 600
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Water Bottle Shooter")
WHITE = (255, 255, 255)
BLUE = (0, 150, 255)
PLAYER_COLOR = (200, 200, 0)
WATER_COLOR = (0, 180, 255)
PLAYER_SIZE = 40
PLAYER_SPEED = 5
WATER_SIZE = 10
WATER_SPEED = 10
PLAYER_IMAGE_PATH = "images/player.png" # Path to your player image
try:
PLAYER_IMAGE = pygame.image.load(PLAYER_IMAGE_PATH).convert_alpha()
PLAYER_IMAGE = pygame.transform.scale(PLAYER_IMAGE, (PLAYER_SIZE, PLAYER_SIZE))
except Exception as e:
print(f"Could not load player image: {e}")
PLAYER_IMAGE = None
ENEMY_IMAGE_PATH = "images/enemy.png" # Path to your player image
try:
ENEMY_IMAGE = pygame.image.load(ENEMY_IMAGE_PATH).convert_alpha()
ENEMY_IMAGE = pygame.transform.scale(ENEMY_IMAGE, (PLAYER_SIZE, PLAYER_SIZE))
except Exception as e:
print(f"Could not load player image: {e}")
ENEMY_IMAGE = None
clock = pygame.time.Clock()
# Load raster map as background
# Load full raster as a surface
def load_full_map_surface(path):
try:
src = rasterio.open(path)
arr = src.read(1)
arr = arr - 272.15 # Convert Kelvin to Celsius if needed
arr = np.nan_to_num(arr, nan=0)
arr = np.clip(arr, np.percentile(arr, 5), np.percentile(arr, 95))
arr = (arr - arr.min()) / (arr.max() - arr.min()) * 255
arr = arr.astype(np.uint8)
arr = np.stack([arr, arr, arr], axis=-1) # grayscale to RGB
arr = np.flipud(arr) # flip vertically for correct orientation
# Always scale map to at least fill the screen, preserving aspect ratio
h, w = arr.shape[:2]
scale_factor = max(WIDTH / w, HEIGHT / h)
new_w = int(w * scale_factor)
new_h = int(h * scale_factor)
surf = pygame.surfarray.make_surface(arr)
surf = pygame.transform.smoothscale(surf, (new_w, new_h))
return surf, new_w, new_h
except Exception as e:
print(f"Could not load map background: {e}")
return None, WIDTH, HEIGHT
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"
MAP_PATH = "results/s2_2025.tif"
map_surface, MAP_W, MAP_H = load_full_map_surface(MAP_PATH)
# 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))
# Load raster map
def load_map(path):
try:
arr = rasterio.open(path).read(1)
arr = np.nan_to_num(arr - 272.15, nan=0)
arr = np.clip(arr, np.percentile(arr, 5), np.percentile(arr, 95))
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)
surf = pygame.surfarray.make_surface(arr)
return surf, arr.shape[1], arr.shape[0]
except Exception as e:
print(f"Map load error: {e}"); return None, WIDTH, HEIGHT
map_surface, MAP_W, MAP_H = load_map(MAP_PATH)
class Player:
def __init__(self, x, y):
self.x = x
self.y = y
self.rect = pygame.Rect(self.x, self.y, PLAYER_SIZE, PLAYER_SIZE)
self.direction = "up" # Default direction
self.x, self.y, self.alive = x, y, True
self.rect = pygame.Rect(x, y, PLAYER_SIZE, PLAYER_SIZE)
self.dir = "up"
def move(self, keys):
if keys[pygame.K_w]:
self.y -= PLAYER_SPEED
self.direction = "up"
if keys[pygame.K_s]:
self.y += PLAYER_SPEED
self.direction = "down"
if keys[pygame.K_a]:
self.x -= PLAYER_SPEED
self.direction = "left"
if keys[pygame.K_d]:
self.x += PLAYER_SPEED
self.direction = "right"
# Clamp to map boundaries
self.x = max(0, min(MAP_W - PLAYER_SIZE, self.x))
self.y = max(0, min(MAP_H - PLAYER_SIZE, self.y))
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))
self.rect.topleft = (self.x, self.y)
def draw(self, win, offset_x, offset_y):
if PLAYER_IMAGE:
win.blit(PLAYER_IMAGE, (self.x - offset_x, self.y - offset_y))
else:
pygame.draw.rect(win, PLAYER_COLOR, (self.x - offset_x, self.y - offset_y, PLAYER_SIZE, PLAYER_SIZE))
def draw(self, win, ox, oy):
if not self.alive: return
img = PLAYER_IMAGE or None
if img: win.blit(img, (self.x-ox, self.y-oy))
else: pygame.draw.rect(win, (200,200,0), (self.x-ox, self.y-oy, PLAYER_SIZE, PLAYER_SIZE))
class Enemy:
def __init__(self, x, y):
self.x = x
self.y = y
self.rect = pygame.Rect(self.x, self.y, PLAYER_SIZE /2, PLAYER_SIZE /2)
self.direction = "up" # Default direction
self.x, self.y = x, y
self.rect = pygame.Rect(x, y, PLAYER_SIZE//2, PLAYER_SIZE//2)
self.dir = "up"
self.max_health, self.health = 100, 100
def move(self, keys):
if keys[pygame.K_UP]:
self.y -= PLAYER_SPEED
self.direction = "up"
if keys[pygame.K_DOWN]:
self.y += PLAYER_SPEED
self.direction = "down"
if keys[pygame.K_LEFT]:
self.x -= PLAYER_SPEED
self.direction = "left"
if keys[pygame.K_RIGHT]:
self.x += PLAYER_SPEED
self.direction = "right"
# Clamp to map boundaries
self.x = max(0, min(MAP_W - PLAYER_SIZE, self.x))
self.y = max(0, min(MAP_H - PLAYER_SIZE, self.y))
dx = dy = 0
if keys[pygame.K_UP]: dy -= PLAYER_SPEED; self.dir = "up"
if keys[pygame.K_DOWN]: dy += PLAYER_SPEED; self.dir = "down"
if keys[pygame.K_LEFT]: dx -= PLAYER_SPEED; self.dir = "left"
if keys[pygame.K_RIGHT]: dx += PLAYER_SPEED; 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)
def draw(self, win, offset_x, offset_y):
if ENEMY_IMAGE:
win.blit(ENEMY_IMAGE, (self.x - offset_x, self.y - offset_y))
else:
pygame.draw.rect(win, PLAYER_COLOR, (self.x - offset_x, self.y - offset_y, PLAYER_SIZE, PLAYER_SIZE))
def draw(self, win, ox, oy):
img = ENEMY_IMAGE or None
if img: win.blit(img, (self.x-ox, self.y-oy))
else: pygame.draw.rect(win, (200,200,0), (self.x-ox, self.y-oy, PLAYER_SIZE//2, PLAYER_SIZE//2))
# Health bar
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))
def take_damage(self, amt):
self.health = max(0, self.health-amt)
def check_kill_player(self, player):
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
class WaterBottle:
def __init__(self, x, y, direction):
self.x = x + PLAYER_SIZE // 2 - WATER_SIZE // 2
self.y = y + PLAYER_SIZE // 2 - WATER_SIZE // 2
self.direction = direction
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
self.rect = pygame.Rect(self.x, self.y, WATER_SIZE, WATER_SIZE)
def move(self):
if self.direction == "up":
self.y -= WATER_SPEED
elif self.direction == "down":
self.y += WATER_SPEED
elif self.direction == "left":
self.x -= WATER_SPEED
elif self.direction == "right":
self.x += WATER_SPEED
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
self.rect.topleft = (self.x, self.y)
def draw(self, win, ox, oy):
pygame.draw.rect(win, (0,180,255), (self.x-ox, self.y-oy, WATER_SIZE, WATER_SIZE))
def draw(self, win, offset_x, offset_y):
pygame.draw.rect(win, WATER_COLOR, (self.x - offset_x, self.y - offset_y, WATER_SIZE, WATER_SIZE))
def draw_minimap(win, map_surface, player, enemy, bottles):
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)
pygame.draw.circle(win, (255,0,0), map2mini(enemy.x+PLAYER_SIZE//4, enemy.y+PLAYER_SIZE//4), 5)
for b in bottles:
pygame.draw.circle(win, (0,180,255), map2mini(b.x, b.y), 3)
def main():
# Start player in center of map
player = Player(MAP_W // 2, MAP_H // 2)
enemy = Enemy(MAP_W // 3, MAP_H // 3)
water_bottles = []
player = Player(MAP_W//2, MAP_H//2)
enemy = Enemy(MAP_W//3, MAP_H//3)
bottles = []
minimap_visible = True
clock = pygame.time.Clock()
running = True
while running:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
# Shoot water bottle
water_bottles.append(WaterBottle(player.x, player.y, player.direction))
if event.type==pygame.QUIT: running=False
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_SPACE: bottles.append(WaterBottle(player.x, player.y, player.dir))
if event.key==pygame.K_m: minimap_visible = not minimap_visible
keys = pygame.key.get_pressed()
player.move(keys)
enemy.move(keys)
for bottle in water_bottles:
bottle.move()
# Remove bottles that go off map
water_bottles = [b for b in water_bottles if 0 <= b.x <= MAP_W and 0 <= b.y <= MAP_H]
# Camera offset: keep player centered unless near edge
offset_x = max(0, min(player.x + PLAYER_SIZE // 2 - WIDTH // 2, MAP_W - WIDTH))
offset_y = max(0, min(player.y + PLAYER_SIZE // 2 - HEIGHT // 2, MAP_H - HEIGHT))
# Draw map portion
if map_surface:
WIN.blit(map_surface, (0, 0), area=pygame.Rect(offset_x, offset_y, WIDTH, HEIGHT))
else:
WIN.fill(WHITE)
player.draw(WIN, offset_x, offset_y)
for bottle in water_bottles:
bottle.draw(WIN, offset_x, offset_y)
enemy.check_kill_player(player)
for b in bottles[:]:
b.move()
if enemy.rect.colliderect(b.rect): enemy.take_damage(20); bottles.remove(b)
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)
enemy.draw(WIN, ox, oy)
if minimap_visible: draw_minimap(WIN, map_surface, player, enemy, bottles)
pygame.display.update()
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()
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()
if __name__=="__main__": main()