pneuma-pygame/old-old/Game/level.py

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import pygame
from random import choice, randint
from utils.settings import *
from utils.debug import debug
from utils.support import *
from UI.ui import UI
from effects.particles import AnimationPlayer
from effects.magic import MagicPlayer
from effects.weapon import Weapon
from terrain.tiles import Tile
from view.observer import Observer
from view.camera import Camera
class Level:
def __init__(self):
# General Settings
self.game_paused = False
# Get display surface
self.display_surface = pygame.display.get_surface()
# Sprite Group setup
self.visible_sprites = Camera()
self.obstacle_sprites = pygame.sprite.Group()
self.attack_sprites = pygame.sprite.Group()
self.attackable_sprites = pygame.sprite.Group()
# Sprite setup and entity generation
self.create_map()
# UI setup
self.ui = UI()
def create_map(self):
layouts = {
'boundary': import_csv_layout('../Map/FloorBlocks.csv'),
'grass': import_csv_layout('../Map/Grass.csv'),
'objects': import_csv_layout('../Map/Objects.csv'),
'entities': import_csv_layout('../Map/Entities.csv')
}
graphics = {
'grass': import_folder('../Graphics/grass'),
'objects': import_folder('../Graphics/objects')
}
for style, layout in layouts.items():
for row_index, row in enumerate(layout):
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':
random_grass_image = choice(graphics['grass'])
Tile((x, y), [self.visible_sprites, self.obstacle_sprites,
self.attackable_sprites], 'grass', random_grass_image)
if style == 'objects':
surf = graphics['objects'][int(col)]
Tile((x, y), [self.visible_sprites,
self.obstacle_sprites], 'object', surf)
if style == 'entities':
# The numbers represent their IDs in the map .csv files generated from TILED.
if col == '395':
self.observer = Observer(
(x, y), [self.visible_sprites])
elif col == '394':
pass
# player generation
else:
pass
# monster generation
def create_attack_sprite(self):
self.current_attack = Weapon(
self.player, [self.visible_sprites, self.attack_sprites])
def delete_attack_sprite(self):
if self.current_attack:
self.current_attack.kill()
self.current_attack = None
def create_magic_sprite(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 run(self):
# Draw the game
self.visible_sprites.custom_draw(self.observer)
self.ui.display(self.observer)
if self.game_paused:
if self.visible_sprites.sprite_type == 'player':
self.upgrade.display()
pass
else:
# Update the game
self.player.distance_direction_to_player = self.get_state()
self.visible_sprites.update()
self.visible_sprites.enemy_update(self.player)
self.player_attack_logic()
if self.player.health <= 0:
self.__init__()