-
Notifications
You must be signed in to change notification settings - Fork 25
Expand file tree
/
Copy pathgame.py
More file actions
281 lines (226 loc) · 9.34 KB
/
game.py
File metadata and controls
281 lines (226 loc) · 9.34 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
import pygame
import sys
import random
from enums.power_up_type import PowerUpType
from player import Player
from explosion import Explosion
from enemy import Enemy
from enums.algorithm import Algorithm
from power_up import PowerUp
BACKGROUND_COLOR = (107, 142, 35)
font = None
player = None
enemy_list = []
ene_blocks = []
bombs = []
explosions = []
power_ups = []
GRID_BASE = [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
def game_init(surface, path, player_alg, en1_alg, en2_alg, en3_alg, scale):
global font
font = pygame.font.SysFont('Bebas', scale)
global enemy_list
global ene_blocks
global player
enemy_list = []
ene_blocks = []
global explosions
global bombs
global power_ups
bombs.clear()
explosions.clear()
power_ups.clear()
player = Player()
if en1_alg is not Algorithm.NONE:
en1 = Enemy(11, 11, en1_alg)
en1.load_animations('1', scale)
enemy_list.append(en1)
ene_blocks.append(en1)
if en2_alg is not Algorithm.NONE:
en2 = Enemy(1, 11, en2_alg)
en2.load_animations('2', scale)
enemy_list.append(en2)
ene_blocks.append(en2)
if en3_alg is not Algorithm.NONE:
en3 = Enemy(11, 1, en3_alg)
en3.load_animations('3', scale)
enemy_list.append(en3)
ene_blocks.append(en3)
if player_alg is Algorithm.PLAYER:
player.load_animations(scale)
ene_blocks.append(player)
elif player_alg is not Algorithm.NONE:
en0 = Enemy(1, 1, player_alg)
en0.load_animations('', scale)
enemy_list.append(en0)
ene_blocks.append(en0)
player.life = False
else:
player.life = False
grass_img = pygame.image.load('images/terrain/grass.png')
grass_img = pygame.transform.scale(grass_img, (scale, scale))
block_img = pygame.image.load('images/terrain/block.png')
block_img = pygame.transform.scale(block_img, (scale, scale))
box_img = pygame.image.load('images/terrain/box.png')
box_img = pygame.transform.scale(box_img, (scale, scale))
bomb1_img = pygame.image.load('images/bomb/1.png')
bomb1_img = pygame.transform.scale(bomb1_img, (scale, scale))
bomb2_img = pygame.image.load('images/bomb/2.png')
bomb2_img = pygame.transform.scale(bomb2_img, (scale, scale))
bomb3_img = pygame.image.load('images/bomb/3.png')
bomb3_img = pygame.transform.scale(bomb3_img, (scale, scale))
explosion1_img = pygame.image.load('images/explosion/1.png')
explosion1_img = pygame.transform.scale(explosion1_img, (scale, scale))
explosion2_img = pygame.image.load('images/explosion/2.png')
explosion2_img = pygame.transform.scale(explosion2_img, (scale, scale))
explosion3_img = pygame.image.load('images/explosion/3.png')
explosion3_img = pygame.transform.scale(explosion3_img, (scale, scale))
terrain_images = [grass_img, block_img, box_img, grass_img]
bomb_images = [bomb1_img, bomb2_img, bomb3_img]
explosion_images = [explosion1_img, explosion2_img, explosion3_img]
power_up_bomb_img = pygame.image.load('images/power_up/bomb.png')
power_up_bomb_img = pygame.transform.scale(power_up_bomb_img, (scale, scale))
power_up_fire_img = pygame.image.load('images/power_up/fire.png')
power_up_fire_img = pygame.transform.scale(power_up_fire_img, (scale, scale))
power_ups_images = [power_up_bomb_img, power_up_fire_img]
main(surface, scale, path, terrain_images, bomb_images, explosion_images, power_ups_images)
def draw(s, grid, tile_size, show_path, game_ended, terrain_images, bomb_images, explosion_images, power_ups_images):
s.fill(BACKGROUND_COLOR)
for i in range(len(grid)):
for j in range(len(grid[i])):
s.blit(terrain_images[grid[i][j]], (i * tile_size, j * tile_size, tile_size, tile_size))
for pu in power_ups:
s.blit(power_ups_images[pu.type.value], (pu.pos_x * tile_size, pu.pos_y * tile_size, tile_size, tile_size))
for x in bombs:
s.blit(bomb_images[x.frame], (x.pos_x * tile_size, x.pos_y * tile_size, tile_size, tile_size))
for y in explosions:
for x in y.sectors:
s.blit(explosion_images[y.frame], (x[0] * tile_size, x[1] * tile_size, tile_size, tile_size))
if player.life:
s.blit(player.animation[player.direction][player.frame],
(player.pos_x * (tile_size / 4), player.pos_y * (tile_size / 4), tile_size, tile_size))
for en in enemy_list:
if en.life:
s.blit(en.animation[en.direction][en.frame],
(en.pos_x * (tile_size / 4), en.pos_y * (tile_size / 4), tile_size, tile_size))
if show_path:
if en.algorithm == Algorithm.DFS:
for sek in en.path:
pygame.draw.rect(s, (255, 0, 0, 240),
[sek[0] * tile_size, sek[1] * tile_size, tile_size, tile_size], 1)
else:
for sek in en.path:
pygame.draw.rect(s, (255, 0, 255, 240),
[sek[0] * tile_size, sek[1] * tile_size, tile_size, tile_size], 1)
if game_ended:
tf = font.render("Press ESC to go back to menu", False, (153, 153, 255))
s.blit(tf, (10, 10))
pygame.display.update()
def generate_map(grid):
for i in range(1, len(grid) - 1):
for j in range(1, len(grid[i]) - 1):
if grid[i][j] != 0:
continue
elif (i < 3 or i > len(grid) - 4) and (j < 3 or j > len(grid[i]) - 4):
continue
if random.randint(0, 9) < 7:
grid[i][j] = 2
return
def main(s, tile_size, show_path, terrain_images, bomb_images, explosion_images, power_ups_images):
grid = [row[:] for row in GRID_BASE]
generate_map(grid)
# power_ups.append(PowerUp(1, 2, PowerUpType.BOMB))
# power_ups.append(PowerUp(2, 1, PowerUpType.FIRE))
clock = pygame.time.Clock()
running = True
game_ended = False
while running:
dt = clock.tick(15)
for en in enemy_list:
en.make_move(grid, bombs, explosions, ene_blocks)
if player.life:
keys = pygame.key.get_pressed()
temp = player.direction
movement = False
if keys[pygame.K_DOWN]:
temp = 0
player.move(0, 1, grid, ene_blocks, power_ups)
movement = True
elif keys[pygame.K_RIGHT]:
temp = 1
player.move(1, 0, grid, ene_blocks, power_ups)
movement = True
elif keys[pygame.K_UP]:
temp = 2
player.move(0, -1, grid, ene_blocks, power_ups)
movement = True
elif keys[pygame.K_LEFT]:
temp = 3
player.move(-1, 0, grid, ene_blocks, power_ups)
movement = True
if temp != player.direction:
player.frame = 0
player.direction = temp
if movement:
if player.frame == 2:
player.frame = 0
else:
player.frame += 1
draw(s, grid, tile_size, show_path, game_ended, terrain_images, bomb_images, explosion_images, power_ups_images)
if not game_ended:
game_ended = check_end_game()
for e in pygame.event.get():
if e.type == pygame.QUIT:
sys.exit(0)
elif e.type == pygame.KEYDOWN:
if e.key == pygame.K_SPACE:
if player.bomb_limit == 0 or not player.life:
continue
temp_bomb = player.plant_bomb(grid)
bombs.append(temp_bomb)
grid[temp_bomb.pos_x][temp_bomb.pos_y] = 3
player.bomb_limit -= 1
elif e.key == pygame.K_ESCAPE:
running = False
update_bombs(grid, dt)
explosions.clear()
enemy_list.clear()
ene_blocks.clear()
power_ups.clear()
def update_bombs(grid, dt):
for b in bombs:
b.update(dt)
if b.time < 1:
b.bomber.bomb_limit += 1
grid[b.pos_x][b.pos_y] = 0
exp_temp = Explosion(b.pos_x, b.pos_y, b.range)
exp_temp.explode(grid, bombs, b, power_ups)
exp_temp.clear_sectors(grid, random, power_ups)
explosions.append(exp_temp)
if player not in enemy_list:
player.check_death(explosions)
for en in enemy_list:
en.check_death(explosions)
for e in explosions:
e.update(dt)
if e.time < 1:
explosions.remove(e)
def check_end_game():
if not player.life:
return True
for en in enemy_list:
if en.life:
return False
return True