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Copy pathlevel.py
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190 lines (154 loc) · 7.48 KB
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import pygame
from settings import *
from tile import Tile
from player import Player
from support import *
from random import choice, randint
from weapon import Weapon
from ui import UI
from controls import Control
from enemy import Enemy
from particles import AnimationPlayer
from magic import MagicPlayer
class Level:
def __init__(self):
# get display surface
# sprite groups
self.visible_sprites = YSortCameraGroup()
self.obstacle_sprites = pygame.sprite.Group()
# attack_sprites
self.current_attack = None
self.attack_sprites = pygame.sprite.Group()
self.attackable_sprites = pygame.sprite.Group()
# sprite_setup
self.create_map()
# user interface
self.ui = UI()
# controllers
self.controller = Control()
# particles
self.animation_player = AnimationPlayer()
self.magic_player = MagicPlayer(self.animation_player)
# CREATING ENTITIES
def create_map(self):
layouts = {
'boundary': import_csv_layout('./assets/chrono/map/map_FloorBlocks.csv'),
'grass': import_csv_layout('./assets/chrono/map/map_Grass.csv'),
'object': import_csv_layout('./assets/chrono/map/map_LargeObjects.csv'),
'entities': import_csv_layout('./assets/chrono/map/map_Entities.csv')
}
graphics = {
'grass': import_folder('./assets/chrono/grass'),
'objects': import_folder('./assets/chrono/objects')
}
for style,layout in layouts.items():
for row_index, row in enumerate(layout):
# print(row_index)
# print(row)
for col_index, col in enumerate(row):
if col != '-1':
x = col_index * TILESIZE
y = row_index * TILESIZE
if style == 'boundary':
Tile((x,y),[self.obstacle_sprites],'invisible')
if style == 'grass':
# create grass tile
random_grass_image = choice(graphics['grass'])
Tile((x,y),[self.visible_sprites,self.obstacle_sprites,self.attackable_sprites],
'grass',
random_grass_image)
if style == 'object':
# create object tile
surf = graphics['objects'][int(col)]
Tile((x,y),[self.visible_sprites,self.obstacle_sprites],'object',surf)
if style == 'entities':
if col == '394':
# CREATE PLAYER
self.player = Player(
(x,y),
[self.visible_sprites],
self.obstacle_sprites,
self.create_attack,
self.destroy_attack,
self.create_magic)
# ======================
else:
if col == '390': monster_name = 'bamboo'
elif col == '391': monster_name = 'spirit'
elif col == '392': monster_name = 'raccoon'
else: monster_name = 'squid'
Enemy(
monster_name, (x,y),
[self.visible_sprites,
self.attackable_sprites],
self.obstacle_sprites,
self.damage_player,
self.trigger_death_particles)
def create_attack(self):
self.current_attack = Weapon(self.player, [self.visible_sprites,self.attack_sprites])
def create_magic(self,style,strength,cost):
if style == 'heal':
self.magic_player.heal(self.player,strength,cost,[self.visible_sprites])
if style == 'flame':
self.magic_player.flame(self.player,cost,[self.visible_sprites,self.attack_sprites])
def destroy_attack(self):
if self.current_attack:
self.current_attack.kill()
self.current_attack = None
def player_attack_logic(self):
if self.attack_sprites:
for attack_sprite in self.attack_sprites:
collision_sprites = pygame.sprite.spritecollide(attack_sprite,self.attackable_sprites,False)
if collision_sprites:
for target_sprite in collision_sprites:
if target_sprite.sprite_type == 'grass':
pos = target_sprite.rect.center
offset = pygame.math.Vector2(0,75)
for leaf in range(randint(3,6)):
self.animation_player.create_grass_particles(pos - offset,[self.visible_sprites])
target_sprite.kill()
else:
target_sprite.get_damage(self.player,attack_sprite.sprite_type)
def damage_player(self,amount,attack_type):
if self.player.vulnerable:
self.player.health -= amount
self.player.burst += 1
self.player.vulnerable = False
self.player.hurt_time = pygame.time.get_ticks()
self.animation_player.create_particles(attack_type,self.player.rect.center,[self.visible_sprites])
def trigger_death_particles(self,pos,particle_type):
self.animation_player.create_particles(particle_type,pos,self.visible_sprites)
def run(self):
# update and draw game objects
self.visible_sprites.custom_draw(self.player)
self.visible_sprites.update()
self.visible_sprites.enemy_update(self.player)
self.player_attack_logic()
self.ui.display(self.player)
# TOUCH SCREEN
# self.controller.display_controller(self.player)
class YSortCameraGroup(pygame.sprite.Group):
def __init__(self):
super().__init__()
self.display_surface = pygame.display.get_surface()
self.half_width = self.display_surface.get_size()[0] // 2
self.half_height = self.display_surface.get_size()[1] // 2
self.offset = pygame.math.Vector2()
#creating floor
self.floor_surf = pygame.image.load('./assets/chrono/tilemap/ground.png').convert()
self.floor_rect = self.floor_surf.get_rect(topleft = (0,0))
# Create and add buttons to YSortCameraGroup
def custom_draw(self,player):
#getting the offset
self.offset.x = player.rect.centerx - self.half_width
self.offset.y = player.rect.centery - self.half_height
#drawing the floor
floor_upset_pos = self.floor_rect.topleft - self.offset
self.display_surface.blit(self.floor_surf,floor_upset_pos)
for sprite in sorted(self.sprites(),key = lambda sprite: sprite.rect.centery):
offset_pos = sprite.rect.topleft - self.offset
self.display_surface.blit(sprite.image,offset_pos)
def enemy_update(self,player):
enemy_sprites = [sprite for sprite in self.sprites() if hasattr(sprite, 'sprite_type') and sprite.sprite_type == "enemy"]
for enemy in enemy_sprites:
enemy.enemy_update(player)