diff --git a/Game/__init__.py b/Game/UI/__init__.py similarity index 100% rename from Game/__init__.py rename to Game/UI/__init__.py diff --git a/Game/UI/ui.py b/Game/UI/ui.py index 7c922e0..24c2fab 100644 --- a/Game/UI/ui.py +++ b/Game/UI/ui.py @@ -80,19 +80,21 @@ class UI: self.display_surface.blit(weapon_surf, weapon_rect) def magic_overlay(self, magic_index, has_swaped): - bg_rect = self.selection_box(100, 630, has_swaped) + bg_rect = self.selection_box(100, 630, has_swaped) magic_surf = self.magic_graphics[magic_index] magic_rect = magic_surf.get_rect(center = bg_rect.center) - + self.display_surface.blit(magic_surf, magic_rect) def display(self, player): + if player.sprite_type == 'player': self.show_bar(player.health, player.stats['health'], self.health_bar_rect, HEALTH_COLOR) self.show_bar(player.energy, player.stats['energy'], self.energy_bar_rect, ENERGY_COLOR) self.show_exp(player.exp) self.weapon_overlay(player.weapon_index, player.can_rotate_weapon) self.magic_overlay(player.magic_index, player.can_swap_magic) + if player.sprite_type == 'camera': self.show_exp(player.exp) diff --git a/Game/effects/weapon.py b/Game/effects/weapon.py index 1762803..466b561 100644 --- a/Game/effects/weapon.py +++ b/Game/effects/weapon.py @@ -9,7 +9,7 @@ class Weapon(pygame.sprite.Sprite): direction = player.status.split('_')[0] # Graphic - full_path = f"../Graphics/graphics/weapons/{player.weapon}/{direction}.png" + full_path = f"../Graphics/weapons/{player.weapon}/{direction}.png" self.image = pygame.image.load(full_path).convert_alpha() # Sprite Placement diff --git a/Game/objects/__init__.py b/Game/entities/__init__.py similarity index 100% rename from Game/objects/__init__.py rename to Game/entities/__init__.py diff --git a/Game/level.py b/Game/level.py new file mode 100644 index 0000000..d8699ed --- /dev/null +++ b/Game/level.py @@ -0,0 +1,103 @@ +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) + diff --git a/Game/main.py b/Game/main.py index aaa9e06..f6d1f24 100644 --- a/Game/main.py +++ b/Game/main.py @@ -4,7 +4,7 @@ import sys from utils.settings import * from utils.debug import debug -from objects.level import Level +from level import Level class Game: @@ -18,12 +18,12 @@ class Game: self.level = Level() - # Sound - main_sound = pygame.mixer.Sound('../Graphics/audio/main.ogg') - main_sound.set_volume(0.4) - main_sound.play(loops = -1) + # # Sound + # main_sound = pygame.mixer.Sound('../Graphics/audio/main.ogg') + # main_sound.set_volume(0.4) + # main_sound.play(loops = -1) def run(self): - while True: + for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() @@ -38,5 +38,12 @@ class Game: self.clock.tick(FPS) if __name__ == '__main__': + + game = Game() - game.run() + while True: + game.run() + + + + diff --git a/Game/params/__init__.py b/Game/params/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/Game/params/rl.py b/Game/params/rl.py new file mode 100644 index 0000000..aca1cfd --- /dev/null +++ b/Game/params/rl.py @@ -0,0 +1,6 @@ +# AI setup +N = 20 +batch_size = 5 +n_epochs = 4 +alpha = 0.0003 + diff --git a/Game/rl/agent.py b/Game/rl/agent.py deleted file mode 100644 index 7a16e55..0000000 --- a/Game/rl/agent.py +++ /dev/null @@ -1,16 +0,0 @@ -import random - -from rl.brain import PPONet - - -class Agent: - - def __init__(self, actions, inputs, player_info, reward): - - self.input_dim = len(inputs) + len(player_info) - - self.output_dim = len(actions) - - self.reward = reward - - self.net = PPONet(input_dim, output_dim) diff --git a/Game/rl/brain.py b/Game/rl/brain.py deleted file mode 100644 index 4f011dc..0000000 --- a/Game/rl/brain.py +++ /dev/null @@ -1,4 +0,0 @@ -import torch - -class PPONet: - pass diff --git a/Game/terrain/__init__.py b/Game/terrain/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/Game/objects/tile.py b/Game/terrain/tiles.py similarity index 100% rename from Game/objects/tile.py rename to Game/terrain/tiles.py diff --git a/Game/utils/settings.py b/Game/utils/settings.py index 3e2245d..d572d55 100644 --- a/Game/utils/settings.py +++ b/Game/utils/settings.py @@ -16,7 +16,7 @@ BAR_HEIGHT = 20 HEALTH_BAR_WIDTH = 200 ENERGY_BAR_WIDTH = 140 ITEM_BOX_SIZE = 80 -UI_FONT = '../Graphics/graphics/font/joystix.ttf' +UI_FONT = '../Graphics/font/joystix.ttf' UI_FONT_SIZE = 18 # general colors @@ -38,16 +38,16 @@ UPGRADE_BG_COLOR_SELECTED = '#EEEEEE' # weapons weapon_data = { - 'sword': {'cooldown': 100, 'damage': 15,'graphic':'../Graphics/graphics/weapons/sword/full.png'}, - 'lance': {'cooldown': 400, 'damage': 30,'graphic':'../Graphics/graphics/weapons/lance/full.png'}, - 'axe': {'cooldown': 300, 'damage': 20, 'graphic':'../Graphics/graphics/weapons/axe/full.png'}, - 'rapier':{'cooldown': 50, 'damage': 8, 'graphic':'../Graphics/graphics/weapons/rapier/full.png'}, - 'sai':{'cooldown': 80, 'damage': 10, 'graphic':'../Graphics/graphics/weapons/sai/full.png'}} + 'sword': {'cooldown': 100, 'damage': 15,'graphic':'../Graphics/weapons/sword/full.png'}, + 'lance': {'cooldown': 400, 'damage': 30,'graphic':'../Graphics/weapons/lance/full.png'}, + 'axe': {'cooldown': 300, 'damage': 20, 'graphic':'../Graphics/weapons/axe/full.png'}, + 'rapier':{'cooldown': 50, 'damage': 8, 'graphic':'../Graphics/weapons/rapier/full.png'}, + 'sai':{'cooldown': 80, 'damage': 10, 'graphic':'../Graphics/weapons/sai/full.png'}} # magic magic_data = { - 'flame': {'strength': 5,'cost': 20,'graphic':'../Graphics/graphics/particles/flame/fire.png'}, - 'heal' : {'strength': 20,'cost': 10,'graphic':'../Graphics/graphics/particles/heal/heal.png'}} + 'flame': {'strength': 5,'cost': 20,'graphic':'../Graphics/particles/flame/fire.png'}, + 'heal' : {'strength': 20,'cost': 10,'graphic':'../Graphics/particles/heal/heal.png'}} # enemy monster_data = { diff --git a/Game/view/__init__.py b/Game/view/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/Game/view/camera.py b/Game/view/camera.py new file mode 100644 index 0000000..795f07e --- /dev/null +++ b/Game/view/camera.py @@ -0,0 +1,35 @@ +import pygame + +class Camera(pygame.sprite.Group): + + def __init__(self): + super().__init__() + + # General Setup + 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(100, 200) + + # Creating the floor + self.floor_surf = pygame.image.load('../Graphics/tilemap/ground.png').convert() + self.floor_rect = self.floor_surf.get_rect(topleft = (0,0)) + + def custom_draw(self, player): + self.sprite_type = player.sprite_type + #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_offset_pos = self.floor_rect.topleft - self.offset + self.display_surface.blit(self.floor_surf, floor_offset_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) diff --git a/Game/view/observer.py b/Game/view/observer.py new file mode 100644 index 0000000..3d96c7f --- /dev/null +++ b/Game/view/observer.py @@ -0,0 +1,61 @@ +import pygame +import random + +from utils.settings import * +from utils.support import import_folder + +class Observer(pygame.sprite.Sprite): + + def __init__(self, position, groups): + super().__init__(groups) + + self.sprite_type = 'camera' + + self.image = pygame.image.load('../Graphics/observer.png').convert_alpha() + self.rect = self.image.get_rect(topleft = position) + self.hitbox = self.rect.inflate(HITBOX_OFFSET[self.sprite_type]) + + # Stats + self.exp = -1 # This prints OBSERVER in the UI + self.speed = 10 # Speed for moving around + + #Movement + self.direction = pygame.math.Vector2() + + def input(self): + keys = pygame.key.get_pressed() + + # Movement Input + if keys[pygame.K_w]: + self.direction.y = -1 + self.status = 'up' + self.can_move = False + elif keys[pygame.K_s]: + self.direction.y = 1 + self.status = 'down' + self.can_move = False + else: + self.direction.y = 0 + + if keys[pygame.K_a]: + self.direction.x = -1 + self.status = 'left' + self.can_move = False + elif keys[pygame.K_d]: + self.direction.x = 1 + self.status = 'right' + self.can_move = False + else: + self.direction.x = 0 + + def move(self, speed): + if self.direction.magnitude() != 0: + self.direction = self.direction.normalize() + self.hitbox.x += self.direction.x * speed + self.hitbox.y += self.direction.y * speed + self.rect.center = self.hitbox.center + + + def update(self): + self.input() + self.move(self.speed) diff --git a/Graphics/graphics/font/joystix.ttf b/Graphics/font/joystix.ttf similarity index 100% rename from Graphics/graphics/font/joystix.ttf rename to Graphics/font/joystix.ttf diff --git a/Graphics/graphics/grass/grass_1.png b/Graphics/grass/grass_1.png similarity index 100% rename from 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a/Graphics/graphics/weapons/axe/full.png b/Graphics/weapons/axe/full.png similarity index 100% rename from Graphics/graphics/weapons/axe/full.png rename to Graphics/weapons/axe/full.png diff --git a/Graphics/graphics/weapons/axe/left.png b/Graphics/weapons/axe/left.png similarity index 100% rename from Graphics/graphics/weapons/axe/left.png rename to Graphics/weapons/axe/left.png diff --git a/Graphics/graphics/weapons/axe/right.png b/Graphics/weapons/axe/right.png similarity index 100% rename from Graphics/graphics/weapons/axe/right.png rename to Graphics/weapons/axe/right.png diff --git a/Graphics/graphics/weapons/axe/up.png b/Graphics/weapons/axe/up.png similarity index 100% rename from Graphics/graphics/weapons/axe/up.png rename to Graphics/weapons/axe/up.png diff --git a/Graphics/graphics/weapons/lance/down.png b/Graphics/weapons/lance/down.png similarity index 100% rename from Graphics/graphics/weapons/lance/down.png rename to Graphics/weapons/lance/down.png diff --git a/Graphics/graphics/weapons/lance/full.png b/Graphics/weapons/lance/full.png similarity index 100% rename from Graphics/graphics/weapons/lance/full.png rename to Graphics/weapons/lance/full.png diff --git a/Graphics/graphics/weapons/lance/left.png b/Graphics/weapons/lance/left.png similarity index 100% rename from Graphics/graphics/weapons/lance/left.png rename to Graphics/weapons/lance/left.png diff --git a/Graphics/graphics/weapons/lance/right.png b/Graphics/weapons/lance/right.png similarity index 100% rename from Graphics/graphics/weapons/lance/right.png rename to Graphics/weapons/lance/right.png diff --git a/Graphics/graphics/weapons/lance/up.png b/Graphics/weapons/lance/up.png similarity index 100% rename from Graphics/graphics/weapons/lance/up.png rename to Graphics/weapons/lance/up.png diff --git a/Graphics/graphics/weapons/rapier/down.png b/Graphics/weapons/rapier/down.png similarity index 100% rename from Graphics/graphics/weapons/rapier/down.png rename to 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Graphics/graphics/weapons/sword/down.png rename to Graphics/weapons/sword/down.png diff --git a/Graphics/graphics/weapons/sword/full.png b/Graphics/weapons/sword/full.png similarity index 100% rename from Graphics/graphics/weapons/sword/full.png rename to Graphics/weapons/sword/full.png diff --git a/Graphics/graphics/weapons/sword/left.png b/Graphics/weapons/sword/left.png similarity index 100% rename from Graphics/graphics/weapons/sword/left.png rename to Graphics/weapons/sword/left.png diff --git a/Graphics/graphics/weapons/sword/right.png b/Graphics/weapons/sword/right.png similarity index 100% rename from Graphics/graphics/weapons/sword/right.png rename to Graphics/weapons/sword/right.png diff --git a/Graphics/graphics/weapons/sword/up.png b/Graphics/weapons/sword/up.png similarity index 100% rename from Graphics/graphics/weapons/sword/up.png rename to Graphics/weapons/sword/up.png diff --git a/Graphics/map/map_Entities.csv b/Map/Entities.csv similarity index 100% rename from Graphics/map/map_Entities.csv rename to Map/Entities.csv diff --git a/Graphics/map/map_FloorBlocks.csv b/Map/FloorBlocks.csv similarity index 100% rename from Graphics/map/map_FloorBlocks.csv rename to Map/FloorBlocks.csv diff --git a/Graphics/map/map_Grass.csv b/Map/Grass.csv similarity index 100% rename from Graphics/map/map_Grass.csv rename to Map/Grass.csv diff --git a/Graphics/map/map_Objects.csv b/Map/Objects.csv similarity index 100% rename from Graphics/map/map_Objects.csv rename to Map/Objects.csv diff --git a/old/Game/UI/__init__.py b/old/Game/UI/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/old/Game/UI/ui.py b/old/Game/UI/ui.py new file mode 100644 index 0000000..7c922e0 --- /dev/null +++ b/old/Game/UI/ui.py @@ -0,0 +1,98 @@ +import pygame +from utils.settings import * + +class UI: + def __init__(self): + + # General info + self.display_surface = pygame.display.get_surface() + self.font = pygame.font.Font(UI_FONT, UI_FONT_SIZE) + + # Bar setup + self.health_bar_rect = pygame.Rect(10, 10, HEALTH_BAR_WIDTH, BAR_HEIGHT) + self.energy_bar_rect = pygame.Rect(10, 34, ENERGY_BAR_WIDTH, BAR_HEIGHT) + + # Convert weapon dictionary + self.weapon_graphics = [] + for weapon in weapon_data.values(): + path = weapon['graphic'] + weapon = pygame.image.load(path).convert_alpha() + self.weapon_graphics.append(weapon) + + # Convert weapon dictionary + self.magic_graphics = [] + for spell in magic_data.values(): + path = spell['graphic'] + spell = pygame.image.load(path).convert_alpha() + self.magic_graphics.append(spell) + + + def show_bar(self, current_amount, max_amount, bg_rect, color): + + # Draw background + pygame.draw.rect(self.display_surface, UI_BG_COLOR, bg_rect) + + # Convert stat amount to pixels + ratio = current_amount / max_amount + current_width = bg_rect.width * ratio + current_rect = bg_rect.copy() + current_rect.width = current_width + + # Draw stat bar + pygame.draw.rect(self.display_surface, color, current_rect) + pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, bg_rect, 4) + + def show_exp(self, exp): + if exp >= 0: + text_surf = self.font.render(f"EXP: {str(int(exp))}", False, TEXT_COLOR) + x = self.display_surface.get_size()[0] - 20 + y = self.display_surface.get_size()[1] - 20 + text_rect = text_surf.get_rect(bottomright = (x,y)) + + pygame.draw.rect(self.display_surface, UI_BG_COLOR, text_rect.inflate(10, 10)) + self.display_surface.blit(text_surf, text_rect) + pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, text_rect.inflate(10, 10), 4) + else: + text_surf = self.font.render(f"OBSERVER", False, TEXT_COLOR) + x = self.display_surface.get_size()[0] - 20 + y = self.display_surface.get_size()[1] - 20 + text_rect = text_surf.get_rect(bottomright = (x,y)) + + pygame.draw.rect(self.display_surface, UI_BG_COLOR, text_rect.inflate(10, 10)) + self.display_surface.blit(text_surf, text_rect) + pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, text_rect.inflate(10, 10), 4) + + + def selection_box(self, left, top, has_rotated): + bg_rect = pygame.Rect(left, top, ITEM_BOX_SIZE, ITEM_BOX_SIZE) + pygame.draw.rect(self.display_surface, UI_BG_COLOR, bg_rect) + if not has_rotated: + pygame.draw.rect(self.display_surface, UI_BORDER_COLOR_ACTIVE, bg_rect, 4) + else: + pygame.draw.rect(self.display_surface, UI_BORDER_COLOR, bg_rect, 4) + return bg_rect + + def weapon_overlay(self, weapon_index, has_rotated): + bg_rect = self.selection_box(10, 630, has_rotated) + weapon_surf = self.weapon_graphics[weapon_index] + weapon_rect = weapon_surf.get_rect(center = bg_rect.center) + + self.display_surface.blit(weapon_surf, weapon_rect) + + def magic_overlay(self, magic_index, has_swaped): + bg_rect = self.selection_box(100, 630, has_swaped) + magic_surf = self.magic_graphics[magic_index] + magic_rect = magic_surf.get_rect(center = bg_rect.center) + + self.display_surface.blit(magic_surf, magic_rect) + + def display(self, player): + if player.sprite_type == 'player': + self.show_bar(player.health, player.stats['health'], self.health_bar_rect, HEALTH_COLOR) + self.show_bar(player.energy, player.stats['energy'], self.energy_bar_rect, ENERGY_COLOR) + self.show_exp(player.exp) + self.weapon_overlay(player.weapon_index, player.can_rotate_weapon) + self.magic_overlay(player.magic_index, player.can_swap_magic) + if player.sprite_type == 'camera': + self.show_exp(player.exp) + diff --git a/Game/UI/upgrade.py b/old/Game/UI/upgrade.py similarity index 100% rename from Game/UI/upgrade.py rename to old/Game/UI/upgrade.py diff --git a/old/Game/__init__.py b/old/Game/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/old/Game/effects/__init__.py b/old/Game/effects/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/old/Game/effects/magic.py b/old/Game/effects/magic.py new file mode 100644 index 0000000..2b19cb8 --- /dev/null +++ b/old/Game/effects/magic.py @@ -0,0 +1,49 @@ +import pygame +from utils.settings import * +from random import randint + +class MagicPlayer: + def __init__(self, animation_player): + self.animation_player = animation_player + + # Sound Setup + self.sounds = { + 'heal': pygame.mixer.Sound('../Graphics/audio/heal.wav'), + 'flame': pygame.mixer.Sound('../Graphics/audio/flame.wav') + } + + def heal(self, player, strength, cost, groups): + if player.energy >= cost: + self.sounds['heal'].play() + player.health += strength + player.energy -= cost + if player.health >= player.stats['health']: + player.health = player.stats['health'] + self.animation_player.generate_particles('aura', player.rect.center, groups) + self.animation_player.generate_particles('heal', player.rect.center + pygame.math.Vector2(0, -50), groups) + + def flame(self, player, cost, groups): + if player.energy >= cost: + player.energy -= cost + self.sounds['flame'].play() + + if player.status.split('_')[0] == 'right': + direction = pygame.math.Vector2(1,0) + elif player.status.split('_')[0] == 'left': + direction = pygame.math.Vector2(-1,0) + elif player.status.split('_')[0] == 'up': + direction = pygame.math.Vector2(0,-1) + else: + direction = pygame.math.Vector2(0,1) + + for i in range(1, 6): + if direction.x: + offset_x = direction.x * i * TILESIZE + x = player.rect.centerx + offset_x + randint(-TILESIZE // 3, TILESIZE //3) + y = player.rect.centery + randint(-TILESIZE // 3, TILESIZE //3) + self.animation_player.generate_particles('flame', (x,y), groups) + else: + offset_y = direction.y * i * TILESIZE + x = player.rect.centerx + randint(-TILESIZE // 3, TILESIZE //3) + y = player.rect.centery + offset_y + randint(-TILESIZE // 3, TILESIZE //3) + self.animation_player.generate_particles('flame', (x,y), groups) diff --git a/old/Game/effects/particles.py b/old/Game/effects/particles.py new file mode 100644 index 0000000..d33b318 --- /dev/null +++ b/old/Game/effects/particles.py @@ -0,0 +1,76 @@ +import pygame +from utils.support import import_folder +from random import choice + +class AnimationPlayer: + def __init__(self): + self.frames = { + # magic + 'flame': import_folder('../Graphics/graphics/particles/flame/frames'), + 'aura': import_folder('../Graphics/graphics/particles/aura'), + 'heal': import_folder('../Graphics/graphics/particles/heal/frames'), + + # attacks + 'claw': import_folder('../Graphics/graphics/particles/claw'), + 'slash': import_folder('../Graphics/graphics/particles/slash'), + 'sparkle': import_folder('../Graphics/graphics/particles/sparkle'), + 'leaf_attack': import_folder('../Graphics/graphics/particles/leaf_attack'), + 'thunder': import_folder('../Graphics/graphics/particles/thunder'), + + # monster deaths + 'squid': import_folder('../Graphics/graphics/particles/smoke_orange'), + 'raccoon': import_folder('../Graphics/graphics/particles/raccoon'), + 'spirit': import_folder('../Graphics/graphics/particles/nova'), + 'bamboo': import_folder('../Graphics/graphics/particles/bamboo'), + + # leafs + 'leaf': ( + import_folder('../Graphics/graphics/particles/leaf1'), + import_folder('../Graphics/graphics/particles/leaf2'), + import_folder('../Graphics/graphics/particles/leaf3'), + import_folder('../Graphics/graphics/particles/leaf4'), + import_folder('../Graphics/graphics/particles/leaf5'), + import_folder('../Graphics/graphics/particles/leaf6'), + self.reflect_images(import_folder('../Graphics/graphics/particles/leaf1')), + self.reflect_images(import_folder('../Graphics/graphics/particles/leaf2')), + self.reflect_images(import_folder('../Graphics/graphics/particles/leaf3')), + self.reflect_images(import_folder('../Graphics/graphics/particles/leaf4')), + self.reflect_images(import_folder('../Graphics/graphics/particles/leaf5')), + self.reflect_images(import_folder('../Graphics/graphics/particles/leaf6')) + ) + } + + def reflect_images(self, frames): + new_frames = [] + for frame in frames: + flipped_frame = pygame.transform.flip(frame, True, False) + new_frames.append(flipped_frame) + return new_frames + + def create_grass_particles(self, position, groups): + animation_frames = choice(self.frames['leaf']) + ParticleEffect(position, animation_frames,groups) + + def generate_particles(self, animation_type, position, groups): + animation_frames = self.frames[animation_type] + ParticleEffect(position, animation_frames, groups) + +class ParticleEffect(pygame.sprite.Sprite): + def __init__(self, position, animation_frames, groups): + super().__init__(groups) + self.frame_index = 0 + self.animation_speed = 0.15 + self.frames = animation_frames + self.image = self.frames[self.frame_index] + self.rect = self.image.get_rect(center = position) + self.sprite_type = 'magic' + + def animate(self): + self.frame_index += self.animation_speed + if self.frame_index >= len(self.frames): + self.kill() + else: + self.image = self.frames[int(self.frame_index)] + + def update(self): + self.animate() diff --git a/old/Game/effects/weapon.py b/old/Game/effects/weapon.py new file mode 100644 index 0000000..1762803 --- /dev/null +++ b/old/Game/effects/weapon.py @@ -0,0 +1,23 @@ +import pygame + +class Weapon(pygame.sprite.Sprite): + + def __init__(self, player, groups): + super().__init__(groups) + + self.sprite_type = 'weapon' + direction = player.status.split('_')[0] + + # Graphic + full_path = f"../Graphics/graphics/weapons/{player.weapon}/{direction}.png" + self.image = pygame.image.load(full_path).convert_alpha() + + # Sprite Placement + if direction == 'right': + self.rect = self.image.get_rect(midleft = player.rect.midright + pygame.math.Vector2(0, 16)) + elif direction == 'left': + self.rect = self.image.get_rect(midright = player.rect.midleft + pygame.math.Vector2(0, 16)) + elif direction == 'down': + self.rect = self.image.get_rect(midtop = player.rect.midbottom + pygame.math.Vector2(-10, 0)) + else: + self.rect = self.image.get_rect(midbottom = player.rect.midtop + pygame.math.Vector2(-10, 0)) diff --git a/old/Game/main.py b/old/Game/main.py new file mode 100644 index 0000000..b804057 --- /dev/null +++ b/old/Game/main.py @@ -0,0 +1,49 @@ +import pygame +import sys + +from utils.settings import * +from utils.debug import debug + +from objects.level import Level + +class Game: + + def __init__(self): + + pygame.init() + + self.screen = pygame.display.set_mode((WIDTH,HEIGHT)) + pygame.display.set_caption('Pneuma') + self.clock = pygame.time.Clock() + + self.level = Level() + + # Sound + main_sound = pygame.mixer.Sound('../Graphics/audio/main.ogg') + main_sound.set_volume(0.4) + main_sound.play(loops = -1) + def run(self): + + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_m: + self.level.toggle_menu() + + self.screen.fill(WATER_COLOR) + self.level.run() + pygame.display.update() + self.clock.tick(FPS) + +if __name__ == '__main__': + + game = Game() + figure_file = 'rl/plots/pneuma.png' + while True: + game.run() + + + + diff --git a/old/Game/objects/__init__.py b/old/Game/objects/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/Game/objects/camera.py b/old/Game/objects/camera.py similarity index 100% rename from Game/objects/camera.py rename to old/Game/objects/camera.py diff --git a/Game/objects/enemy.py b/old/Game/objects/enemy.py similarity index 97% rename from Game/objects/enemy.py rename to old/Game/objects/enemy.py index 6f03650..09711bb 100644 --- a/Game/objects/enemy.py +++ b/old/Game/objects/enemy.py @@ -7,8 +7,8 @@ from objects.entity import Entity class Enemy(Entity): - def __init__(self, monster_name, position, groups, obstacle_sprites, damage_player, trigger_death_particles, add_exp, is_AI): - super().__init__(groups, is_AI) + def __init__(self, monster_name, position, groups, obstacle_sprites, damage_player, trigger_death_particles, add_exp, is_AI, state): + super().__init__(groups, is_AI, state) # General setup self.sprite_type = 'enemy' diff --git a/Game/objects/entity.py b/old/Game/objects/entity.py similarity index 93% rename from Game/objects/entity.py rename to old/Game/objects/entity.py index 165f015..b37da36 100644 --- a/Game/objects/entity.py +++ b/old/Game/objects/entity.py @@ -4,10 +4,8 @@ import random from utils.settings import * - - class Entity(pygame.sprite.Sprite): - def __init__(self, groups, is_AI): + def __init__(self, groups, is_AI, state = None): super().__init__(groups) # Animation @@ -32,8 +30,10 @@ class Entity(pygame.sprite.Sprite): 6: ('rotate_weapon', None, None), 7: ('swap_magic', None, None) } - self.distance_direction_to_player = [(float('inf'), 0, 0, None, None, None, None, None, None, None, None, None)]*5 + self.state = state + self.distance_direction_to_player = [float('inf'), 0, 0, None, None, None, None, None, None, None, None, None]*5 + #self.agent = Agent(self.possible_actions, self.distance_direction_to_player, self.stats, self.exp, None, None) def move(self, speed): if self.direction.magnitude() != 0: diff --git a/Game/objects/level.py b/old/Game/objects/level.py similarity index 90% rename from Game/objects/level.py rename to old/Game/objects/level.py index 25e89c2..52b58b9 100644 --- a/Game/objects/level.py +++ b/old/Game/objects/level.py @@ -8,7 +8,6 @@ from utils.support import * from UI.ui import UI from UI.upgrade import Upgrade - from effects.particles import AnimationPlayer from effects.magic import MagicPlayer from effects.weapon import Weapon @@ -84,7 +83,7 @@ class Level: # The numbers represent their IDs in the map .csv files generated from TILED. if style == 'entities': if col == '394': - self.player = Player((x,y), [self.visible_sprites], self.obstacle_sprites, self.create_attack_sprite, self.delete_attack_sprite, self.create_magic_sprite, is_AI = True) + self.player = Player((x,y), [self.visible_sprites], self.obstacle_sprites, self.create_attack_sprite, self.delete_attack_sprite, self.create_magic_sprite, is_AI = True, state = self.get_state) elif col =='395': self.camera = Camera((x,y), [self.visible_sprites]) @@ -99,7 +98,7 @@ class Level: 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, self.add_exp, is_AI = False) + Enemy(monster_name, (x,y), [self.visible_sprites, self.attackable_sprites], self.obstacle_sprites, self.damage_player, self.trigger_death_particles, self.add_exp, is_AI = False, state = None) def create_attack_sprite(self): self.current_attack = Weapon(self.player, [self.visible_sprites, self.attack_sprites]) @@ -118,18 +117,18 @@ class Level: 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(position = pos - offset, groups = [self.visible_sprites]) - target_sprite.kill() - else: - target_sprite.get_damage(self.player,attack_sprite.sprite_type) + 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(position = pos - offset, groups = [self.visible_sprites]) + target_sprite.kill() + else: + target_sprite.get_damage(self.player,attack_sprite.sprite_type) def get_state(self): @@ -187,9 +186,11 @@ class Level: self.visible_sprites.update() self.visible_sprites.enemy_update(self.player) self.player_attack_logic() + if self.player.health <= 0: self.__init__() + class YSortCameraGroup(pygame.sprite.Group): diff --git a/Game/objects/player.py b/old/Game/objects/player.py similarity index 92% rename from Game/objects/player.py rename to old/Game/objects/player.py index 53480db..29dd1e7 100644 --- a/Game/objects/player.py +++ b/old/Game/objects/player.py @@ -1,5 +1,6 @@ import pygame import random +import numpy as np from utils.settings import * from utils.support import import_folder @@ -7,11 +8,12 @@ from utils.support import import_folder from objects.entity import Entity from rl.agent import Agent +from rl.rl_settings import * class Player(Entity): - def __init__(self, position, groups, obstacle_sprites, create_attack_sprite, delete_attack_sprite, create_magic_sprite, is_AI): - super().__init__(groups, is_AI) + def __init__(self, position, groups, obstacle_sprites, create_attack_sprite, delete_attack_sprite, create_magic_sprite, is_AI, state): + super().__init__(groups, is_AI, state) self.image = pygame.image.load('../Graphics/graphics/player/down/down_0.png').convert_alpha() self.rect = self.image.get_rect(topleft = position) @@ -70,6 +72,11 @@ class Player(Entity): 'speed': 100 } + # AI setup + self.is_AI = is_AI + if self.is_AI: + self.agent = Agent(self.possible_actions, input_dims = (list(self.stats.values())+ self.distance_direction_to_player), batch_size = batch_size, alpha = alpha, n_epochs = n_epochs) + self.health = self.stats['health'] self.energy = self.stats['energy'] self.exp = 0 @@ -80,10 +87,6 @@ class Player(Entity): self.hurt_time = None self.invulnerability_duration = 300 - if is_AI: - pass - # self.agent = Agent(self.possible_actions, self.distance_direction_to_player, self.stats, self.exp) - self.obstacle_sprites = obstacle_sprites # Import Sounds @@ -193,3 +196,6 @@ class Player(Entity): self.animate() self.move(self.stats['speed']) self.energy_recovery() + self.distance_direction_to_player = self.state() + #if self.is_AI: + # self.agent.act(self.distance_direction_to_player) diff --git a/old/Game/rl/__init__.py b/old/Game/rl/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/old/Game/rl/agent.py b/old/Game/rl/agent.py new file mode 100644 index 0000000..4458139 --- /dev/null +++ b/old/Game/rl/agent.py @@ -0,0 +1,134 @@ +import random +import torch + +from numpy.random import default_rng + +#from rl.brain import PPONet +from rl.brain import ActorNetwork, CriticNetwork, PPOMemory +class Agent: + def __init__(self, n_actions, input_dims, gamma = 0.99, alpha = 0.0003, policy_clip = 0.2, batch_size = 64, N=2048, n_epochs = 10, gae_lambda = 0.95): + + self.gamma = gamma + self.policy_clip = policy_clip + self.n_epochs = n_epochs + self.gae_lambda = gae_lambda + + print("Preparing Actor model...") + self.actor = ActorNetwork(input_dims, n_actions, alpha) + print(f"Actor network activated using {self.actor.device}") + print("\nPreparing Critic model...") + self.critic = CriticNetwork(input_dims, alpha) + print(f"Critic network activated using {self.critic.device}") + self.memory = PPOMemory(batch_size) + + def remember(self, state, action, probs, vals, reward, done): + self.memory.store_memory(state, action, probs, vals, reward, done) + + def save_models(self): + print('... saving models ...') + self.actor.save_checkpoint() + self.critic.save_chaeckpoint() + print('... done ...') + + def load_models(self): + print('... loadng models ...') + self.actor.load_checkpoint() + self.critic.load_chaeckpoint() + print('.. done ...') + + def choose_action(self, observation): + state = T.tensor([observation], dtype = T.float).to(self.actor.device) + + dist = self.actor(state) + value = self.critic(state) + action = dist.sample() + + probs = T.squeeze(dist.log_prob(action)).item() + action = T.squeeze(action).item() + value = T.squeeze(value).item() + + return action, probs, value + + def learn(self): + for _ in range(self.n_epochs): + state_arr, action_arr, old_probs_arr, vals_arr, reward_arr, done_arr, batches = self.memory.generate_batches() + + values = vals_arr + advantage = np.zeros(len(reward_arr), dtype = np.float32) + + for t in range(len(reward_arr)-1): + discount = 1 + a_t = 0 + for k in range(t, len(reward_arr)-1): + a_t += discount*(reward_arr[k] + self.gamma*values[k+1]*(1-int(dones_arr[k])) - values[k]) + discount *= self.gamma * self.gae_lambda + advantage[t] = a_t + advantage = T.tensor(Advantage).to(self.actor.device) + + values = T.tensor(values).to(self.actor.device) + for batch in batches: + states = T.tensor(state_arr[batch], dtype = T.float).to(self.actor.device) + old_probs = T.tensor(old_probs_arr[batch]).to(self.actor.device) + actions = T.tensor(action_arr[batch]).to(self.actor.device) + + dist = self.actor(states) + critic_value = self.critic(states) + + critic_value = T.squeeze(critic_value) + + new_probs = dist.log_prob(actions) + prob_ratio = new_probs.exp() / old_probs.exp() + weighted_probs = advantage[batch] * prob_ratio + weighted_clipped_probs = T.clamp(prob_ratio, 1-self.policy_clip, 1+self.policy_clip)*advantage[batch] + actor_loss = -T.min(weighted_probs, weighted_clipped_probs).mean() + + returns = advantage[batch] + values[batch] + critic_loss = (returns - critic_value)**2 + critic_loss = critic_loss.mean() + + total_loss = actor_loss + 0.5*critic_loss + + self.actor.optimizer.zero_grad() + self.critic.optimizer.zero_grad() + total_loss.backward() + self.actor.optimizer.step() + self.critic.optimizer.step() + + self.memory.clear_memory() + + + # def __init__(self, actions, inputs, player_info, reward, save_dir, checkpoint = None): + # self.inputs = inputs +# + # self.input_dim = len(inputs) + len(player_info) +# +# self.output_dim = len(actions) + + # self.reward = reward + # + # if torch.cuda.is_available(): + # self.device = "cuda" + # elif torch.backends.mps.is_available(): + # self.device = "mps" + # else: +# self.device="cpu" + + # self.net = PPONet(self.input_dim, self.output_dim) + # self.net = self.net.to(device=self.device) + # + # self.rng = default_rng() + # + # + # ## DEFINING PARAMETERS +# pass + + + #print(f"Model ready, using {self.device}") + # if checkpoint: + # print(f"chkpt at {checkpoint}") + # self.load(checkpoint) + # else: + # print('No chkpt passed') + # + # def act(self, distance_direction_to_player): +# print(distance_direction_to_player) diff --git a/old/Game/rl/brain.py b/old/Game/rl/brain.py new file mode 100644 index 0000000..b53a4c9 --- /dev/null +++ b/old/Game/rl/brain.py @@ -0,0 +1,126 @@ +import os +import numpy as np +import torch as T +import torch.nn as nn +import torch.optim as optim +from torch.distributions.categorical import Categorical + +class PPOMemory: + def __init__(self, batch_size): + self.states = [] + self.probs = [] + self.vals = [] + self.actions = [] + self.rewards = [] + self.dones = [] + + self.batch_size = batch_size + + def generate_batches(self): + n_states = len(self.states) + batch_start = np.arange(0, n_states, self.batch_size) + indices = np.arange(n_states, dtype = np.int64) + np.random.shuffle(indices) + batches = [indices[i:i+self.batch_size] for i in batch_start] + + return np.array(self.states),\ + np.array(self.actions),\ + np.array(self.probs),\ + np.array(self.vals),\ + np.array(self.rewards),\ + np.array(self.dones),\ + batches + + def store_memory(self, state, action, probs, vals, reward, done): + self.states.append(state) + self.probs.append(probs) + self.vals.append(vals) + self.rewards.append(reward) + self.dones.append(done) + + def clear_memory(self): + self.states = [] + self.probs = [] + self.vals = [] + self.actions = [] + self.rewards = [] + self.dones = [] + +class ActorNetwork(nn.Module): + + def __init__(self, input_dim, output_dim, alpha, fc1_dims = 256, fc2_dims = 256, chkpt_dir = 'tmp/ppo'): + super(ActorNetwork, self).__init__() + + self.checkpoint_file = os.path.join(chkpt_dir, 'actor_torch_ppo') + self.actor = nn.Sequential( + nn.Linear(len(input_dim), fc1_dims), + nn.ReLU(), + nn.Linear(fc1_dims, fc2_dims), + nn.ReLU(), + nn.Linear(fc2_dims, len(output_dim)), + nn.Softmax(dim=-1) + ) + + self.optimizer = optim.Adam(self.parameters(), lr=alpha) + + self.device = T.device('cuda:0' if T.cuda.is_available() else ('mps' if T.backends.mps.is_available() else 'cpu')) + + self.to(self.device) + + def forward(self, state): + dist = self.actor(state) + dist = Categorical(dist) + + return dist + + def save_checkpoint(self): + T.save(self.state_dict(), self.checkpoint_file) + + def load_checkpoint(self): + self.load_state_dict(T.load(self.checkpoint_file)) + +class CriticNetwork(nn.Module): + + def __init__(self, input_dims, alpha, fc1_dims = 256, fc2_dims = 256, chkpt_dir = 'tmp/ppo'): + super(CriticNetwork, self).__init__() + + self.checkpoint_file = os.path.join(chkpt_dir, 'critic_torch_ppo') + self.critic = nn.Sequential( + nn.Linear(len(input_dims), fc1_dims), + nn.ReLU(), + nn.Linear(fc1_dims, fc2_dims), + nn.ReLU(), + nn.Linear(fc2_dims, 1) + ) + + self.optimizer = optim.Adam(self.parameters(), lr=alpha) + self.device = T.device('cuda:0' if T.cuda.is_available() else ('mps' if T.backends.mps.is_available() else 'cpu')) + + self.to(self.device) + + def forward(self, state): + vale = self.critic(state) + + return value + + def save_checkpoint(self): + T.save(self.state_dict(), self.checkpoint_file) + + def load_checkpoint(self): + self.load_state_dict(T.load(self.checkpoint_file)) + + + + + + + + + + + + + + + + diff --git a/old/Game/rl/rl_settings.py b/old/Game/rl/rl_settings.py new file mode 100644 index 0000000..aca1cfd --- /dev/null +++ b/old/Game/rl/rl_settings.py @@ -0,0 +1,6 @@ +# AI setup +N = 20 +batch_size = 5 +n_epochs = 4 +alpha = 0.0003 + diff --git a/old/Game/utils/__init__.py b/old/Game/utils/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/old/Game/utils/debug.py b/old/Game/utils/debug.py new file mode 100644 index 0000000..1233989 --- /dev/null +++ b/old/Game/utils/debug.py @@ -0,0 +1,12 @@ +import pygame + +pygame.init() + +font = pygame.font.Font(None,30) + +def debug(info, y =10, x = 10): + display_surface = pygame.display.get_surface() + debug_surf = font.render(str(info), True, 'White') + debug_rect = debug_surf.get_rect(topleft = (x,y)) + pygame.draw.rect(display_surface, 'Black', debug_rect) + display_surface.blit(debug_surf, debug_rect) diff --git a/old/Game/utils/settings.py b/old/Game/utils/settings.py new file mode 100644 index 0000000..3e2245d --- /dev/null +++ b/old/Game/utils/settings.py @@ -0,0 +1,57 @@ +# game setup +WIDTH = 1280 +HEIGHT = 720 +FPS = 60 +TILESIZE = 64 +HITBOX_OFFSET = { + 'player': (-6, -26), + 'camera': (-50, -50), + 'object': (0, -40), + 'grass': (0, -10), + 'invisible': (0, 0) + } + +# ui +BAR_HEIGHT = 20 +HEALTH_BAR_WIDTH = 200 +ENERGY_BAR_WIDTH = 140 +ITEM_BOX_SIZE = 80 +UI_FONT = '../Graphics/graphics/font/joystix.ttf' +UI_FONT_SIZE = 18 + +# general colors +WATER_COLOR = '#71ddee' +UI_BG_COLOR = '#222222' +UI_BORDER_COLOR = '#111111' +TEXT_COLOR = '#EEEEEE' + +# ui colors +HEALTH_COLOR = 'red' +ENERGY_COLOR = 'blue' +UI_BORDER_COLOR_ACTIVE = 'gold' + +# Upgrade menu +TEXT_COLOR_SELECTED = '#111111' +BAR_COLOR = '#EEEEEE' +BAR_COLOR_SELECTED = '#111111' +UPGRADE_BG_COLOR_SELECTED = '#EEEEEE' + +# weapons +weapon_data = { + 'sword': {'cooldown': 100, 'damage': 15,'graphic':'../Graphics/graphics/weapons/sword/full.png'}, + 'lance': {'cooldown': 400, 'damage': 30,'graphic':'../Graphics/graphics/weapons/lance/full.png'}, + 'axe': {'cooldown': 300, 'damage': 20, 'graphic':'../Graphics/graphics/weapons/axe/full.png'}, + 'rapier':{'cooldown': 50, 'damage': 8, 'graphic':'../Graphics/graphics/weapons/rapier/full.png'}, + 'sai':{'cooldown': 80, 'damage': 10, 'graphic':'../Graphics/graphics/weapons/sai/full.png'}} + +# magic +magic_data = { + 'flame': {'strength': 5,'cost': 20,'graphic':'../Graphics/graphics/particles/flame/fire.png'}, + 'heal' : {'strength': 20,'cost': 10,'graphic':'../Graphics/graphics/particles/heal/heal.png'}} + +# enemy +monster_data = { + 'squid': {'health': 100,'exp':100,'damage':20,'attack_type': 'slash', 'attack_sound':'../Graphics/audio/attack/slash.wav', 'speed': 3, 'resistance': 3, 'attack_radius': 80, 'notice_radius': 360}, + 'raccoon': {'health': 300,'exp':250,'damage':40,'attack_type': 'claw', 'attack_sound':'../Graphics/audio/attack/claw.wav','speed': 2, 'resistance': 3, 'attack_radius': 120, 'notice_radius': 400}, + 'spirit': {'health': 100,'exp':110,'damage':8,'attack_type': 'thunder', 'attack_sound':'../Graphics/audio/attack/fireball.wav', 'speed': 4, 'resistance': 3, 'attack_radius': 60, 'notice_radius': 350}, + 'bamboo': {'health': 70,'exp':120,'damage':6,'attack_type': 'leaf_attack', 'attack_sound':'../Graphics/audio/attack/slash.wav', 'speed': 3, 'resistance': 3, 'attack_radius': 50, 'notice_radius': 300}} diff --git a/old/Game/utils/support.py b/old/Game/utils/support.py new file mode 100644 index 0000000..e52f2bc --- /dev/null +++ b/old/Game/utils/support.py @@ -0,0 +1,21 @@ +import pygame +from csv import reader +from os import walk + +def import_csv_layout(path): + terrain_map = [] + with open(path) as level_map: + layout = reader(level_map, delimiter = ',') + for row in layout: + terrain_map.append(list(row)) + return terrain_map + +def import_folder(path): + surface_list = [] + + for _, __, img_files in walk(path): + for image in img_files: + full_path = f"{path}/{image}" + image_surf = pygame.image.load(full_path).convert_alpha() + surface_list.append(image_surf) + return surface_list diff --git a/Graphics/Vasilis/Pot.png b/old/Graphics/Vasilis/Pot.png similarity index 100% rename from Graphics/Vasilis/Pot.png rename to old/Graphics/Vasilis/Pot.png diff --git a/Graphics/audio/attack/claw.wav b/old/Graphics/audio/attack/claw.wav similarity index 100% rename from Graphics/audio/attack/claw.wav rename to old/Graphics/audio/attack/claw.wav diff --git a/Graphics/audio/attack/fireball.wav b/old/Graphics/audio/attack/fireball.wav similarity index 100% rename from Graphics/audio/attack/fireball.wav rename to old/Graphics/audio/attack/fireball.wav diff --git a/Graphics/audio/attack/slash.wav b/old/Graphics/audio/attack/slash.wav similarity index 100% rename from Graphics/audio/attack/slash.wav rename to old/Graphics/audio/attack/slash.wav diff --git a/Graphics/audio/death.wav b/old/Graphics/audio/death.wav similarity index 100% rename from Graphics/audio/death.wav rename to old/Graphics/audio/death.wav diff --git a/Graphics/audio/flame.wav b/old/Graphics/audio/flame.wav similarity index 100% rename from Graphics/audio/flame.wav rename to old/Graphics/audio/flame.wav diff --git a/Graphics/audio/heal.wav b/old/Graphics/audio/heal.wav similarity index 100% rename from Graphics/audio/heal.wav rename to old/Graphics/audio/heal.wav diff --git a/Graphics/audio/hit.wav b/old/Graphics/audio/hit.wav similarity index 100% rename from Graphics/audio/hit.wav rename to old/Graphics/audio/hit.wav diff --git a/Graphics/audio/main.ogg b/old/Graphics/audio/main.ogg similarity index 100% rename from Graphics/audio/main.ogg rename to old/Graphics/audio/main.ogg diff --git a/Graphics/audio/sword.wav b/old/Graphics/audio/sword.wav similarity index 100% rename from Graphics/audio/sword.wav rename to old/Graphics/audio/sword.wav diff --git a/old/Graphics/graphics/font/joystix.ttf b/old/Graphics/graphics/font/joystix.ttf new file mode 100644 index 0000000..5fd36a5 Binary files /dev/null and b/old/Graphics/graphics/font/joystix.ttf differ diff --git a/Graphics/graphics/monsters/bamboo/attack/0.png b/old/Graphics/graphics/monsters/bamboo/attack/0.png similarity index 100% rename from Graphics/graphics/monsters/bamboo/attack/0.png rename to old/Graphics/graphics/monsters/bamboo/attack/0.png diff --git a/Graphics/graphics/monsters/bamboo/idle/0.png b/old/Graphics/graphics/monsters/bamboo/idle/0.png similarity index 100% rename from Graphics/graphics/monsters/bamboo/idle/0.png rename to old/Graphics/graphics/monsters/bamboo/idle/0.png diff --git a/Graphics/graphics/monsters/bamboo/idle/1.png b/old/Graphics/graphics/monsters/bamboo/idle/1.png similarity index 100% rename from Graphics/graphics/monsters/bamboo/idle/1.png rename to old/Graphics/graphics/monsters/bamboo/idle/1.png diff --git a/Graphics/graphics/monsters/bamboo/idle/2.png b/old/Graphics/graphics/monsters/bamboo/idle/2.png similarity index 100% rename from Graphics/graphics/monsters/bamboo/idle/2.png rename to old/Graphics/graphics/monsters/bamboo/idle/2.png diff --git a/Graphics/graphics/monsters/bamboo/idle/3.png b/old/Graphics/graphics/monsters/bamboo/idle/3.png similarity index 100% rename from Graphics/graphics/monsters/bamboo/idle/3.png rename to old/Graphics/graphics/monsters/bamboo/idle/3.png diff --git a/Graphics/graphics/monsters/bamboo/move/0.png b/old/Graphics/graphics/monsters/bamboo/move/0.png similarity index 100% rename from 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--git a/Map/main_hub_Aestetics.csv b/old/Map/main_hub_Aestetics.csv similarity index 100% rename from Map/main_hub_Aestetics.csv rename to old/Map/main_hub_Aestetics.csv diff --git a/Map/main_hub_Aesthetics.csv b/old/Map/main_hub_Aesthetics.csv similarity index 100% rename from Map/main_hub_Aesthetics.csv rename to old/Map/main_hub_Aesthetics.csv diff --git a/Map/main_hub_Enemies.csv b/old/Map/main_hub_Enemies.csv similarity index 100% rename from Map/main_hub_Enemies.csv rename to old/Map/main_hub_Enemies.csv diff --git a/Map/main_hub_Floor Blocks.csv b/old/Map/main_hub_Floor Blocks.csv similarity index 100% rename from Map/main_hub_Floor Blocks.csv rename to old/Map/main_hub_Floor Blocks.csv diff --git a/Map/main_hub_Floor.csv b/old/Map/main_hub_Floor.csv similarity index 100% rename from Map/main_hub_Floor.csv rename to old/Map/main_hub_Floor.csv diff --git a/Map/main_hub_Player.csv b/old/Map/main_hub_Player.csv similarity index 100% rename from Map/main_hub_Player.csv rename to old/Map/main_hub_Player.csv diff --git a/Map/main_hub_Walls.csv b/old/Map/main_hub_Walls.csv similarity index 100% rename from Map/main_hub_Walls.csv rename to old/Map/main_hub_Walls.csv