Reenabled Player and all animations, upgrades, attacks and spells
This commit is contained in:
parent
83ab08326e
commit
cd0333cbff
37 changed files with 1262 additions and 469 deletions
0
game/configs/game/__init__.py
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0
game/configs/game/__init__.py
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@ -1,3 +1,9 @@
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import os
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script_dir = os.path.dirname(os.path.abspath(__file__))
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asset_path = os.path.join(
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script_dir, '../../..', 'assets')
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magic_data = {
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'flame': {'strength': 5,'cost': 20,'graphic':'../Graphics/particles/flame/fire.png'},
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'heal' : {'strength': 20,'cost': 10,'graphic':'../Graphics/particles/heal/heal.png'}}
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'flame': {'strength': 5, 'cost': 20, 'graphic': f"{asset_path}/graphics/particles/flame/fire.png"},
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'heal': {'strength': 20, 'cost': 10, 'graphic': f"{asset_path}/graphics/particles/heal/heal.png"}}
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@ -1,6 +1,13 @@
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import os
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script_dir = os.path.dirname(os.path.abspath(__file__))
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asset_path = os.path.join(
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script_dir, '../../..', 'assets')
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weapon_data = {
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'sword': {'cooldown': 100, 'damage': 15,'graphic':'../Graphics/weapons/sword/full.png'},
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'lance': {'cooldown': 400, 'damage': 30,'graphic':'../Graphics/weapons/lance/full.png'},
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'axe': {'cooldown': 300, 'damage': 20, 'graphic':'../Graphics/weapons/axe/full.png'},
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'rapier':{'cooldown': 50, 'damage': 8, 'graphic':'../Graphics/weapons/rapier/full.png'},
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'sai':{'cooldown': 80, 'damage': 10, 'graphic':'../Graphics/weapons/sai/full.png'}}
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'sword': {'cooldown': 100, 'damage': 15, 'graphic': f"{asset_path}/graphics/weapons/sword/full.png"},
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'lance': {'cooldown': 400, 'damage': 30, 'graphic': f"{asset_path}/graphics/weapons/lance/full.png"},
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'axe': {'cooldown': 300, 'damage': 20, 'graphic': f"{asset_path}/graphics/weapons/axe/full.png"},
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'rapier': {'cooldown': 50, 'damage': 8, 'graphic': f"{asset_path}/graphics/weapons/rapier/full.png"},
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'sai': {'cooldown': 80, 'damage': 10, 'graphic': f"{asset_path}/graphics/weapons/sai/full.png"}
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}
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0
game/configs/system/__init__.py
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game/configs/system/__init__.py
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@ -11,14 +11,6 @@ HITBOX_OFFSET = {
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'invisible': (0, 0)
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}
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# ui
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BAR_HEIGHT = 20
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HEALTH_BAR_WIDTH = 200
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ENERGY_BAR_WIDTH = 140
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ITEM_BOX_SIZE = 80
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UI_FONT = '../Graphics/graphics/font/joystix.ttf'
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UI_FONT_SIZE = 18
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# general colors
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WATER_COLOR = '#71ddee'
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UI_BG_COLOR = '#222222'
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@ -36,22 +28,22 @@ BAR_COLOR = '#EEEEEE'
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BAR_COLOR_SELECTED = '#111111'
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UPGRADE_BG_COLOR_SELECTED = '#EEEEEE'
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# weapons
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weapon_data = {
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'sword': {'cooldown': 100, 'damage': 15,'graphic':'../Graphics/graphics/weapons/sword/full.png'},
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'lance': {'cooldown': 400, 'damage': 30,'graphic':'../Graphics/graphics/weapons/lance/full.png'},
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'axe': {'cooldown': 300, 'damage': 20, 'graphic':'../Graphics/graphics/weapons/axe/full.png'},
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'rapier':{'cooldown': 50, 'damage': 8, 'graphic':'../Graphics/graphics/weapons/rapier/full.png'},
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'sai':{'cooldown': 80, 'damage': 10, 'graphic':'../Graphics/graphics/weapons/sai/full.png'}}
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# magic
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magic_data = {
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'flame': {'strength': 5,'cost': 20,'graphic':'../Graphics/graphics/particles/flame/fire.png'},
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'heal' : {'strength': 20,'cost': 10,'graphic':'../Graphics/graphics/particles/heal/heal.png'}}
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# enemy
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monster_data = {
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'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},
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'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},
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'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},
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'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}}
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# # weapons
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# weapon_data = {
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# 'sword': {'cooldown': 100, 'damage': 15,'graphic':'../Graphics/graphics/weapons/sword/full.png'},
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# 'lance': {'cooldown': 400, 'damage': 30,'graphic':'../Graphics/graphics/weapons/lance/full.png'},
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# 'axe': {'cooldown': 300, 'damage': 20, 'graphic':'../Graphics/graphics/weapons/axe/full.png'},
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# 'rapier':{'cooldown': 50, 'damage': 8, 'graphic':'../Graphics/graphics/weapons/rapier/full.png'},
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# 'sai':{'cooldown': 80, 'damage': 10, 'graphic':'../Graphics/graphics/weapons/sai/full.png'}}
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#
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# # magic
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# magic_data = {
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# 'flame': {'strength': 5,'cost': 20,'graphic':'../Graphics/graphics/particles/flame/fire.png'},
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# 'heal' : {'strength': 20,'cost': 10,'graphic':'../Graphics/graphics/particles/heal/heal.png'}}
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#
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# # enemy
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# monster_data = {
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# '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},
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# '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},
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# '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},
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# '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}}
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@ -1,31 +1,37 @@
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import pygame
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from utils.settings import *
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from random import randint
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from configs.system.window_config import TILESIZE
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from configs.game.spell_config import *
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class MagicPlayer:
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def __init__(self, animation_player):
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self.animation_player = animation_player
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# Sound Setup
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self.sounds = {
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'heal': pygame.mixer.Sound('../Graphics/audio/heal.wav'),
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'flame': pygame.mixer.Sound('../Graphics/audio/flame.wav')
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}
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# self.sounds = {
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# 'heal': pygame.mixer.Sound('../Graphics/audio/heal.wav'),
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# 'flame': pygame.mixer.Sound('../Graphics/audio/flame.wav')
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# }
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def heal(self, player, strength, cost, groups):
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if player.energy >= cost:
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self.sounds['heal'].play()
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player.health += strength
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player.energy -= cost
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if player.health >= player.stats['health']:
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player.health = player.stats['health']
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self.animation_player.generate_particles('aura', player.rect.center, groups)
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self.animation_player.generate_particles('heal', player.rect.center + pygame.math.Vector2(0, -50), groups)
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if player.stats.energy >= cost:
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# self.sounds['heal'].play()
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player.stats.health += strength
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player.stats.energy -= cost
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if player.stats.health >= player.stats.stats['health']:
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player.stats.health = player.stats.stats['health']
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self.animation_player.generate_particles(
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'aura', player.rect.center, groups)
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self.animation_player.generate_particles(
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'heal', player.rect.center + pygame.math.Vector2(0, -50), groups)
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def flame(self, player, cost, groups):
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if player.energy >= cost:
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player.energy -= cost
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self.sounds['flame'].play()
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if player.stats.energy >= cost:
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player.stats.energy -= cost
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# self.sounds['flame'].play()
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if player.status.split('_')[0] == 'right':
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direction = pygame.math.Vector2(1, 0)
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@ -39,11 +45,17 @@ class MagicPlayer:
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for i in range(1, 6):
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if direction.x:
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offset_x = direction.x * i * TILESIZE
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x = player.rect.centerx + offset_x + randint(-TILESIZE // 3, TILESIZE //3)
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y = player.rect.centery + randint(-TILESIZE // 3, TILESIZE //3)
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self.animation_player.generate_particles('flame', (x,y), groups)
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x = player.rect.centerx + offset_x + \
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randint(-TILESIZE // 3, TILESIZE // 3)
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y = player.rect.centery + \
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randint(-TILESIZE // 3, TILESIZE // 3)
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self.animation_player.generate_particles(
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'flame', (x, y), groups)
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else:
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offset_y = direction.y * i * TILESIZE
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x = player.rect.centerx + randint(-TILESIZE // 3, TILESIZE //3)
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y = player.rect.centery + offset_y + randint(-TILESIZE // 3, TILESIZE //3)
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self.animation_player.generate_particles('flame', (x,y), groups)
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x = player.rect.centerx + \
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randint(-TILESIZE // 3, TILESIZE // 3)
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y = player.rect.centery + offset_y + \
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randint(-TILESIZE // 3, TILESIZE // 3)
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self.animation_player.generate_particles(
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'flame', (x, y), groups)
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@ -1,42 +1,56 @@
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import os
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import pygame
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from utils.support import import_folder
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from utils.resource_loader import import_folder
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from random import choice
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class AnimationPlayer:
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def __init__(self):
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script_dir = os.path.dirname(os.path.abspath(__file__))
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asset_path = os.path.join(
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script_dir, '../..', 'assets')
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self.frames = {
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# magic
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'flame': import_folder('../Graphics/graphics/particles/flame/frames'),
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'aura': import_folder('../Graphics/graphics/particles/aura'),
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'heal': import_folder('../Graphics/graphics/particles/heal/frames'),
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'flame': import_folder(f'{asset_path}/graphics/particles/flame/frames'),
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'aura': import_folder(f'{asset_path}/graphics/particles/aura'),
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'heal': import_folder(f'{asset_path}/graphics/particles/heal/frames'),
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# attacks
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'claw': import_folder('../Graphics/graphics/particles/claw'),
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'slash': import_folder('../Graphics/graphics/particles/slash'),
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'sparkle': import_folder('../Graphics/graphics/particles/sparkle'),
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'leaf_attack': import_folder('../Graphics/graphics/particles/leaf_attack'),
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'thunder': import_folder('../Graphics/graphics/particles/thunder'),
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'claw': import_folder(f'{asset_path}/graphics/particles/claw'),
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'slash': import_folder(f'{asset_path}/graphics/particles/slash'),
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'sparkle': import_folder(f'{asset_path}/graphics/particles/sparkle'),
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'leaf_attack': import_folder(f'{asset_path}/graphics/particles/leaf_attack'),
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'thunder': import_folder(f'{asset_path}/graphics/particles/thunder'),
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# monster deaths
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'squid': import_folder('../Graphics/graphics/particles/smoke_orange'),
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'raccoon': import_folder('../Graphics/graphics/particles/raccoon'),
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'spirit': import_folder('../Graphics/graphics/particles/nova'),
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'bamboo': import_folder('../Graphics/graphics/particles/bamboo'),
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'squid': import_folder(f'{asset_path}/graphics/particles/smoke_orange'),
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'raccoon': import_folder(f'{asset_path}/graphics/particles/raccoon'),
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'spirit': import_folder(f'{asset_path}/graphics/particles/nova'),
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'bamboo': import_folder(f'{asset_path}/graphics/particles/bamboo'),
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# leafs
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'leaf': (
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import_folder('../Graphics/graphics/particles/leaf1'),
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import_folder('../Graphics/graphics/particles/leaf2'),
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import_folder('../Graphics/graphics/particles/leaf3'),
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import_folder('../Graphics/graphics/particles/leaf4'),
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import_folder('../Graphics/graphics/particles/leaf5'),
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import_folder('../Graphics/graphics/particles/leaf6'),
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self.reflect_images(import_folder('../Graphics/graphics/particles/leaf1')),
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self.reflect_images(import_folder('../Graphics/graphics/particles/leaf2')),
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self.reflect_images(import_folder('../Graphics/graphics/particles/leaf3')),
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self.reflect_images(import_folder('../Graphics/graphics/particles/leaf4')),
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self.reflect_images(import_folder('../Graphics/graphics/particles/leaf5')),
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self.reflect_images(import_folder('../Graphics/graphics/particles/leaf6'))
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import_folder(f'{asset_path}/graphics/particles/leaf1'),
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import_folder(f'{asset_path}/graphics/particles/leaf2'),
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import_folder(f'{asset_path}/graphics/particles/leaf3'),
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import_folder(f'{asset_path}/graphics/particles/leaf4'),
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import_folder(f'{asset_path}/graphics/particles/leaf5'),
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import_folder(f'{asset_path}/graphics/particles/leaf6'),
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self.reflect_images(import_folder(
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f'{asset_path}/graphics/particles/leaf1')),
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self.reflect_images(import_folder(
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f'{asset_path}/graphics/particles/leaf2')),
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self.reflect_images(import_folder(
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f'{asset_path}/graphics/particles/leaf3')),
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self.reflect_images(import_folder(
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f'{asset_path}/graphics/particles/leaf4')),
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self.reflect_images(import_folder(
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f'{asset_path}/graphics/particles/leaf5')),
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self.reflect_images(import_folder(
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f'{asset_path}/graphics/particles/leaf6'))
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)
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}
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animation_frames = self.frames[animation_type]
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ParticleEffect(position, animation_frames, groups)
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class ParticleEffect(pygame.sprite.Sprite):
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def __init__(self, position, animation_frames, groups):
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super().__init__(groups)
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import os
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import pygame
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class Weapon(pygame.sprite.Sprite):
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def __init__(self, player, groups):
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super().__init__(groups)
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script_dir = os.path.dirname(os.path.abspath(__file__))
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asset_path = os.path.join(
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script_dir, '../..', 'assets')
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self.sprite_type = 'weapon'
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direction = player.status.split('_')[0]
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# Graphic
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full_path = f"../Graphics/graphics/weapons/{player.weapon}/{direction}.png"
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full_path = f"{asset_path}/graphics/weapons/{player._input.combat.weapon}/{direction}.png"
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self.image = pygame.image.load(full_path).convert_alpha()
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# Sprite Placement
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if direction == 'right':
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self.rect = self.image.get_rect(midleft = player.rect.midright + pygame.math.Vector2(0, 16))
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self.rect = self.image.get_rect(
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midleft=player.rect.midright + pygame.math.Vector2(0, 16))
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elif direction == 'left':
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self.rect = self.image.get_rect(midright = player.rect.midleft + pygame.math.Vector2(0, 16))
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self.rect = self.image.get_rect(
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midright=player.rect.midleft + pygame.math.Vector2(0, 16))
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elif direction == 'down':
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self.rect = self.image.get_rect(midtop = player.rect.midbottom + pygame.math.Vector2(-10, 0))
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self.rect = self.image.get_rect(
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midtop=player.rect.midbottom + pygame.math.Vector2(-10, 0))
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else:
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self.rect = self.image.get_rect(midbottom = player.rect.midtop + pygame.math.Vector2(-10, 0))
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self.rect = self.image.get_rect(
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midbottom=player.rect.midtop + pygame.math.Vector2(-10, 0))
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0
game/entities/__init__.py
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0
game/entities/__init__.py
Normal file
0
game/entities/components/__init__.py
Normal file
0
game/entities/components/__init__.py
Normal file
138
game/entities/components/_input.py
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138
game/entities/components/_input.py
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import pygame
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from random import randint
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from configs.game.spell_config import magic_data
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from configs.game.weapon_config import weapon_data
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from .movement import MovementHandler
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from .combat import CombatHandler
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class InputHandler:
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def __init__(self, sprite_type, status):
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self.status = status
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# Setup Movement
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self.movement = MovementHandler(sprite_type)
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self.move_cooldown = 15
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self.can_move = True
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self.move_time = None
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# Setup Combat
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self.combat = CombatHandler()
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self.attacking = False
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self.attack_cooldown = 400
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self.attack_time = None
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self.can_move = True
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# Setup Special Actions
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self.can_rotate_weapon = True
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self.weapon_rotation_time = None
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self.rotate_attack_cooldown = 600
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self.can_swap_magic = True
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self.magic_swap_time = None
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def check_input(self, speed, hitbox, obstacle_sprites, rect, player):
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if not self.attacking and self.can_move:
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keys = pygame.key.get_pressed()
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button = randint(0, 7)
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self.move_time = pygame.time.get_ticks()
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# Movement Input
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if button == 0: # keys[pygame.K_w]:
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self.movement.direction.y = -1
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self.status = 'up'
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self.can_move = False
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elif button == 1: # keys[pygame.K_s]:
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self.movement.direction.y = 1
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self.status = 'down'
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self.can_move = False
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else:
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self.movement.direction.y = 0
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|
||||
if button == 2: # keys[pygame.K_a]:
|
||||
self.movement.direction.x = -1
|
||||
self.status = 'left'
|
||||
self.can_move = False
|
||||
elif button == 3: # keys[pygame.K_d]:
|
||||
self.movement.direction.x = 1
|
||||
self.status = 'right'
|
||||
self.can_move = False
|
||||
else:
|
||||
self.movement.direction.x = 0
|
||||
|
||||
self.movement.move(speed, hitbox, obstacle_sprites, rect)
|
||||
|
||||
# Combat Input
|
||||
if button == 4 and not self.attacking: # keys[pygame.K_e]
|
||||
self.attacking = True
|
||||
self.attack_time = pygame.time.get_ticks()
|
||||
self.combat.create_attack_sprite(player)
|
||||
# self.weapon_attack_sound.play()
|
||||
|
||||
# Magic Input
|
||||
if button == 5: # keys[pygame.K_q]:
|
||||
self.attacking = True
|
||||
self.attack_time = pygame.time.get_ticks()
|
||||
|
||||
self.combat.magic = list(magic_data.keys())[
|
||||
self.combat.magic_index]
|
||||
|
||||
strength = list(magic_data.values())[
|
||||
self.combat.magic_index]['strength'] + player.stats.magic
|
||||
|
||||
cost = list(magic_data.values())[
|
||||
self.combat.magic_index]['cost']
|
||||
print(self.combat.magic)
|
||||
self.combat.create_magic_sprite(
|
||||
player, self.combat.magic, strength, cost)
|
||||
|
||||
# Rotating Weapons
|
||||
if button == 6 and self.can_rotate_weapon: # keys[pygame.K_LSHIFT]
|
||||
self.can_rotate_weapon = False
|
||||
self.weapon_rotation_time = pygame.time.get_ticks()
|
||||
if self.combat.weapon_index < len(list(weapon_data.keys())) - 1:
|
||||
self.combat.weapon_index += 1
|
||||
else:
|
||||
self.combat.weapon_index = 0
|
||||
|
||||
self.combat.weapon = list(weapon_data.keys())[
|
||||
self.combat.weapon_index]
|
||||
|
||||
# Swap Spells
|
||||
if button == 7 and self.can_swap_magic: # keys[pygame.K_LCTRL] :
|
||||
self.can_swap_magic = False
|
||||
self.magic_swap_time = pygame.time.get_ticks()
|
||||
if self.combat.magic_index < len(list(magic_data.keys())) - 1:
|
||||
self.combat.magic_index += 1
|
||||
else:
|
||||
self.combat.magic_index = 0
|
||||
|
||||
def cooldowns(self, vulnerable):
|
||||
current_time = pygame.time.get_ticks()
|
||||
|
||||
if self.attacking:
|
||||
if current_time - self.attack_time > self.attack_cooldown + weapon_data[self.combat.weapon]['cooldown']:
|
||||
self.attacking = False
|
||||
if self.combat.current_attack:
|
||||
self.combat.delete_attack_sprite()
|
||||
|
||||
if not self.can_rotate_weapon:
|
||||
if current_time - self.weapon_rotation_time > self.rotate_attack_cooldown:
|
||||
self.can_rotate_weapon = True
|
||||
|
||||
if not self.can_swap_magic:
|
||||
if current_time - self.magic_swap_time > self.rotate_attack_cooldown:
|
||||
self.can_swap_magic = True
|
||||
|
||||
if not vulnerable:
|
||||
if current_time - self.hurt_time >= self.invulnerability_duration:
|
||||
vulnerable = True
|
||||
|
||||
if not self.can_move:
|
||||
if current_time - self.move_time >= self.move_cooldown:
|
||||
self.can_move = True
|
69
game/entities/components/animaton.py
Normal file
69
game/entities/components/animaton.py
Normal file
|
@ -0,0 +1,69 @@
|
|||
import os
|
||||
import pygame
|
||||
from math import sin
|
||||
|
||||
from utils.resource_loader import import_folder
|
||||
from configs.system.window_config import HITBOX_OFFSET
|
||||
|
||||
|
||||
class AnimationHandler:
|
||||
|
||||
def __init__(self):
|
||||
self.frame_index = 0
|
||||
self.animation_speed = 0.15
|
||||
|
||||
def import_assets(self, sprite_type, position, name=None):
|
||||
script_dir = os.path.dirname(os.path.abspath(__file__))
|
||||
asset_path = os.path.join(
|
||||
script_dir, '../../..', 'assets', 'graphics')
|
||||
if sprite_type == 'player':
|
||||
|
||||
character_path = f"{asset_path}/player"
|
||||
|
||||
# Import Graphic Assets
|
||||
self.image = pygame.image.load(
|
||||
f"{character_path}/down/down_0.png").convert_alpha()
|
||||
self.rect = self.image.get_rect(topleft=position)
|
||||
self.hitbox = self.rect.inflate(HITBOX_OFFSET[sprite_type])
|
||||
self.animations = {
|
||||
'up': [], 'down': [], 'left': [], 'right': [],
|
||||
'up_idle': [], 'down_idle': [], 'left_idle': [], 'right_idle': [],
|
||||
'up_attack': [], 'down_attack': [], 'left_attack': [], 'right_attack': []
|
||||
}
|
||||
for animation in self.animations.keys():
|
||||
full_path = f"{character_path}/{animation}"
|
||||
self.animations[animation] = import_folder(full_path)
|
||||
|
||||
elif sprite_type == 'enemy':
|
||||
|
||||
character_path = f"{asset_path}/monsters/{name}"
|
||||
self.animations = {'idle': [], 'move': [], 'attack': []}
|
||||
main_path = f"{asset_path}/monsters/{name}"
|
||||
|
||||
for animation in self.animations.keys():
|
||||
self.animations[animation] = import_folder(
|
||||
f"{main_path}/{animation}")
|
||||
|
||||
def animate(self, status, vulnerable):
|
||||
animation = self.animations[status]
|
||||
|
||||
self.frame_index += self.animation_speed
|
||||
if self.frame_index >= len(animation):
|
||||
self.frame_index = 0
|
||||
|
||||
# Set the image
|
||||
self.image = animation[int(self.frame_index)]
|
||||
self.rect = self.image.get_rect(center=self.hitbox.center)
|
||||
|
||||
if not vulnerable:
|
||||
alpha = self.wave_value()
|
||||
self.image.set_alpha(alpha)
|
||||
else:
|
||||
self.image.set_alpha(255)
|
||||
|
||||
def wave_value(self):
|
||||
value = sin(pygame.time.get_ticks())
|
||||
if value >= 0:
|
||||
return 255
|
||||
else:
|
||||
return 0
|
59
game/entities/components/combat.py
Normal file
59
game/entities/components/combat.py
Normal file
|
@ -0,0 +1,59 @@
|
|||
import os
|
||||
import pygame
|
||||
|
||||
from effects.weapon_effects import Weapon
|
||||
from effects.magic_effects import MagicPlayer
|
||||
from effects.particle_effects import AnimationPlayer
|
||||
|
||||
from configs.game.weapon_config import weapon_data
|
||||
from configs.game.spell_config import magic_data
|
||||
|
||||
|
||||
class CombatHandler:
|
||||
|
||||
def __init__(self):
|
||||
|
||||
# Setup Combat
|
||||
self.animation_player = AnimationPlayer()
|
||||
self.magic_player = MagicPlayer(self.animation_player)
|
||||
self.current_attack = None
|
||||
|
||||
# Spell and Weapon Rotation
|
||||
self.weapon_index = 0
|
||||
self.weapon = list(weapon_data.keys())[self.weapon_index]
|
||||
|
||||
self.magic_index = 0
|
||||
self.magic = list(magic_data.keys())[self.magic_index]
|
||||
|
||||
# Damage Timer
|
||||
self.vulnerable = True
|
||||
self.hurt_time = None
|
||||
self.invulnerability_duration = 300
|
||||
|
||||
# Import Sounds
|
||||
# script_dir = os.path.dirname(os.path.abspath(__file__))
|
||||
# asset_path = os.path.join(
|
||||
# script_dir, '../../..', 'assets', 'audio')
|
||||
#
|
||||
# self.weapon_attack_sound = pygame.mixer.Sound(
|
||||
# f"{asset_path}/sword.wav")
|
||||
# self.weapon_attack_sound.set_volume(0.2)
|
||||
|
||||
def create_attack_sprite(self, player):
|
||||
self.current_attack = Weapon(
|
||||
player, [player.visible_sprites, player.attack_sprites])
|
||||
|
||||
def delete_attack_sprite(self):
|
||||
if self.current_attack:
|
||||
self.current_attack.kill()
|
||||
self.current_attack = None
|
||||
|
||||
def create_magic_sprite(self, player, style, strength, cost):
|
||||
print(style)
|
||||
if style == 'heal':
|
||||
self.magic_player.heal(player, strength, cost, [
|
||||
player.visible_sprites])
|
||||
|
||||
if style == 'flame':
|
||||
self.magic_player.flame(
|
||||
player, cost, [player.visible_sprites, player.attack_sprites])
|
41
game/entities/components/movement.py
Normal file
41
game/entities/components/movement.py
Normal file
|
@ -0,0 +1,41 @@
|
|||
import pygame
|
||||
|
||||
|
||||
class MovementHandler:
|
||||
|
||||
def __init__(self, sprite_type):
|
||||
|
||||
self.direction = pygame.math.Vector2()
|
||||
|
||||
def move(self, speed, hitbox, obstacle_sprites, rect):
|
||||
if self.direction.magnitude() != 0:
|
||||
self.direction = self.direction.normalize()
|
||||
|
||||
hitbox.x += self.direction.x * speed
|
||||
self.collision('horizontal', hitbox, obstacle_sprites)
|
||||
hitbox.y += self.direction.y * speed
|
||||
self.collision('vertical', hitbox, obstacle_sprites)
|
||||
rect.center = hitbox.center
|
||||
|
||||
def collision(self, direction, hitbox, obstacle_sprites):
|
||||
if direction == 'horizontal':
|
||||
for sprite in obstacle_sprites:
|
||||
# The following works for static obstacles only
|
||||
if sprite.hitbox.colliderect(hitbox):
|
||||
# Moving Right
|
||||
if self.direction.x > 0:
|
||||
hitbox.right = sprite.hitbox.left
|
||||
# Moving Left
|
||||
if self.direction.x < 0:
|
||||
hitbox.left = sprite.hitbox.right
|
||||
|
||||
if direction == 'vertical':
|
||||
for sprite in obstacle_sprites:
|
||||
# The following works for static obstacles only
|
||||
if sprite.hitbox.colliderect(hitbox):
|
||||
# Moving Down
|
||||
if self.direction.y > 0:
|
||||
hitbox.bottom = sprite.hitbox.top
|
||||
# Moving Up
|
||||
if self.direction.y < 0:
|
||||
hitbox.top = sprite.hitbox.bottom
|
45
game/entities/components/stats.py
Normal file
45
game/entities/components/stats.py
Normal file
|
@ -0,0 +1,45 @@
|
|||
class StatsHandler:
|
||||
|
||||
def __init__(self):
|
||||
self.stats = {
|
||||
'health': 100,
|
||||
'energy': 60,
|
||||
'attack': 10,
|
||||
'magic': 4,
|
||||
'speed': 5
|
||||
}
|
||||
|
||||
self.max_stats = {
|
||||
'health': 300,
|
||||
'energy': 150,
|
||||
'attack': 20,
|
||||
'magic': 10,
|
||||
'speed': 10
|
||||
}
|
||||
|
||||
self.upgrade_costs = {
|
||||
'health': 100,
|
||||
'energy': 100,
|
||||
'attack': 100,
|
||||
'magic': 100,
|
||||
'speed': 100
|
||||
}
|
||||
|
||||
self.health = self.stats['health']
|
||||
self.energy = self.stats['energy']
|
||||
self.attack = self.stats['attack']
|
||||
self.magic = self.stats['magic']
|
||||
self.speed = self.stats['speed']
|
||||
self.exp = 10000
|
||||
|
||||
def energy_recovery(self):
|
||||
if self.energy < self.stats['energy']:
|
||||
self.energy += 0.01 * self.stats['magic']
|
||||
else:
|
||||
self.energy = self.stats['energy']
|
||||
|
||||
def get_value_by_index(self, index):
|
||||
return list(self.stats.values())[index]
|
||||
|
||||
def get_cost_by_index(self, index):
|
||||
return list(self.upgrade_costs.values())[index]
|
9
game/entities/entity.py
Normal file
9
game/entities/entity.py
Normal file
|
@ -0,0 +1,9 @@
|
|||
import pygame
|
||||
from math import sin
|
||||
import random
|
||||
|
||||
|
||||
class Entity():
|
||||
|
||||
def __init__(self, groups, position, sprite_type):
|
||||
super().__init__(groups)
|
65
game/entities/observer.py
Normal file
65
game/entities/observer.py
Normal file
|
@ -0,0 +1,65 @@
|
|||
import os
|
||||
import pygame
|
||||
|
||||
from configs.system.window_config import HITBOX_OFFSET
|
||||
|
||||
|
||||
class Observer(pygame.sprite.Sprite):
|
||||
|
||||
def __init__(self, position, groups):
|
||||
super().__init__(groups)
|
||||
|
||||
self.sprite_type = 'camera'
|
||||
|
||||
script_dir = os.path.dirname(os.path.abspath(__file__))
|
||||
asset_path = os.path.join(
|
||||
script_dir, '../..', 'assets')
|
||||
|
||||
self.image = pygame.image.load(
|
||||
f"{asset_path}/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)
|
67
game/entities/player.py
Normal file
67
game/entities/player.py
Normal file
|
@ -0,0 +1,67 @@
|
|||
import pygame
|
||||
|
||||
from .components.combat import CombatHandler
|
||||
from .components.stats import StatsHandler
|
||||
from .components._input import InputHandler
|
||||
from .components.animaton import AnimationHandler
|
||||
|
||||
|
||||
class Player(pygame.sprite.Sprite):
|
||||
|
||||
def __init__(self, position, groups, obstacle_sprites, visible_sprites, attack_sprites):
|
||||
super().__init__(groups)
|
||||
|
||||
# Setup Sprites
|
||||
self.sprite_type = 'player'
|
||||
self.visible_sprites = visible_sprites
|
||||
self.attack_sprites = attack_sprites
|
||||
self.obstacle_sprites = obstacle_sprites
|
||||
self.status = 'down'
|
||||
|
||||
# Setup Inputs
|
||||
self._input = InputHandler(
|
||||
self.sprite_type, self.status)
|
||||
|
||||
# Setup Graphics
|
||||
self.animation = AnimationHandler()
|
||||
self.animation.import_assets(self.sprite_type, position)
|
||||
self.animate = self.animation.animate
|
||||
self.image = self.animation.image
|
||||
self.animate(self.status, self._input.combat.vulnerable)
|
||||
self.rect = self.animation.rect
|
||||
|
||||
# Setup Stats
|
||||
self.stats = StatsHandler()
|
||||
|
||||
def get_status(self):
|
||||
if self._input.movement.direction.x == 0 and self._input.movement.direction.y == 0:
|
||||
if not 'idle' in self.status and not 'attack' in self.status:
|
||||
self.status += '_idle'
|
||||
|
||||
if self._input.attacking:
|
||||
self._input.movement.direction.x = 0
|
||||
self._input.movement.direction.y = 0
|
||||
if not 'attack' in self.status:
|
||||
if 'idle' in self.status:
|
||||
self.status = self.status.replace('idle', 'attack')
|
||||
else:
|
||||
self.status += '_attack'
|
||||
else:
|
||||
if 'attack' in self.status:
|
||||
self.status = self.status.replace('_attack', '')
|
||||
|
||||
def update(self):
|
||||
# Refresh objects based on input
|
||||
self._input.check_input(
|
||||
self.stats.stats['speed'], self.animation.hitbox, self.obstacle_sprites, self.animation.rect, self)
|
||||
self.status = self._input.status
|
||||
|
||||
# Animate
|
||||
self.get_status()
|
||||
self.animation.animate(self.status, self._input.combat.vulnerable)
|
||||
self.image = self.animation.image
|
||||
self.rect = self.animation.rect
|
||||
|
||||
# Cooldowns and Regen
|
||||
self.stats.energy_recovery()
|
||||
self._input.cooldowns(self._input.combat.vulnerable)
|
0
game/interface/__init__.py
Normal file
0
game/interface/__init__.py
Normal file
|
@ -1,16 +1,27 @@
|
|||
import pygame
|
||||
from utils.settings import *
|
||||
|
||||
from configs.game.weapon_config import *
|
||||
from configs.game.spell_config import *
|
||||
|
||||
from .ui_settings import *
|
||||
|
||||
|
||||
class UI:
|
||||
def __init__(self):
|
||||
|
||||
script_dir = os.path.dirname(os.path.abspath(__file__))
|
||||
asset_path = os.path.join(
|
||||
script_dir, '../..', 'assets')
|
||||
|
||||
# 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)
|
||||
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 = []
|
||||
|
@ -26,7 +37,6 @@ class UI:
|
|||
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
|
||||
|
@ -44,30 +54,35 @@ class UI:
|
|||
|
||||
def show_exp(self, exp):
|
||||
if exp >= 0:
|
||||
text_surf = self.font.render(f"EXP: {str(int(exp))}", False, TEXT_COLOR)
|
||||
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))
|
||||
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)
|
||||
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))
|
||||
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)
|
||||
|
||||
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)
|
||||
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
|
||||
|
@ -88,11 +103,14 @@ class UI:
|
|||
|
||||
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)
|
||||
self.show_bar(
|
||||
player.stats.health, player.stats.stats['health'], self.health_bar_rect, HEALTH_COLOR)
|
||||
self.show_bar(
|
||||
player.stats.energy, player.stats.stats['energy'], self.energy_bar_rect, ENERGY_COLOR)
|
||||
self.show_exp(player.stats.exp)
|
||||
self.weapon_overlay(player._input.combat.weapon_index,
|
||||
player._input.can_rotate_weapon)
|
||||
self.magic_overlay(player._input.combat.magic_index,
|
||||
player._input.can_swap_magic)
|
||||
if player.sprite_type == 'camera':
|
||||
self.show_exp(player.exp)
|
||||
|
|
@ -1,9 +1,15 @@
|
|||
import os
|
||||
|
||||
script_dir = os.path.dirname(os.path.abspath(__file__))
|
||||
asset_path = os.path.join(
|
||||
script_dir, '../..', 'assets')
|
||||
|
||||
# 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 = f"{asset_path}/font/joystix.ttf"
|
||||
UI_FONT_SIZE = 18
|
||||
|
||||
# general colors
|
|
@ -1,5 +1,7 @@
|
|||
import pygame
|
||||
from utils.settings import *
|
||||
|
||||
from .ui_settings import *
|
||||
|
||||
|
||||
class Upgrade:
|
||||
|
||||
|
@ -8,14 +10,15 @@ class Upgrade:
|
|||
# General setup
|
||||
self.display_surface = pygame.display.get_surface()
|
||||
self.player = player
|
||||
self.attribute_num = len(player.stats)
|
||||
self.attribute_names = list(player.stats.keys())
|
||||
self.max_values = list(player.max_stats.values())
|
||||
self.attribute_num = len(player.stats.stats)
|
||||
self.attribute_names = list(player.stats.stats.keys())
|
||||
self.max_values = list(player.stats.max_stats.values())
|
||||
self.font = pygame.font.Font(UI_FONT, UI_FONT_SIZE)
|
||||
|
||||
# Defining upgrade boxes
|
||||
self.height = self.display_surface.get_size()[1] * 0.8
|
||||
self.width = self.display_surface.get_size()[0] // (self.attribute_num + 1)
|
||||
self.width = self.display_surface.get_size()[
|
||||
0] // (self.attribute_num + 1)
|
||||
self.create_boxes()
|
||||
|
||||
# Selection System
|
||||
|
@ -67,7 +70,6 @@ class Upgrade:
|
|||
box = Box(left, top, self.width, self.height, index, self.font)
|
||||
self.box_list.append(box)
|
||||
|
||||
|
||||
def display(self):
|
||||
|
||||
self.input()
|
||||
|
@ -76,15 +78,16 @@ class Upgrade:
|
|||
for index, box in enumerate(self.box_list):
|
||||
# Get attributes
|
||||
name = self.attribute_names[index]
|
||||
value = self.player.get_value_by_index(index)
|
||||
value = self.player.stats.get_value_by_index(index)
|
||||
max_value = self.max_values[index]
|
||||
cost = self.player.get_cost_by_index(index)
|
||||
box.display(self.display_surface, self.selection_index, name, value, max_value, cost)
|
||||
cost = self.player.stats.get_cost_by_index(index)
|
||||
box.display(self.display_surface, self.selection_index,
|
||||
name, value, max_value, cost)
|
||||
|
||||
|
||||
class Box:
|
||||
def __init__(self, l, t, w, h, index, font):
|
||||
self.rect = pygame.Rect(l, t, w, h)
|
||||
def __init__(self, left, top, width, height, index, font):
|
||||
self.rect = pygame.Rect(left, top, width, height)
|
||||
self.index = index
|
||||
self.font = font
|
||||
|
||||
|
@ -93,10 +96,12 @@ class Box:
|
|||
|
||||
# Title
|
||||
title_surf = self.font.render(name, False, color)
|
||||
title_rect = title_surf.get_rect(midtop = self.rect.midtop + pygame.math.Vector2(0, 20))
|
||||
title_rect = title_surf.get_rect(
|
||||
midtop=self.rect.midtop + pygame.math.Vector2(0, 20))
|
||||
# Cost
|
||||
cost_surf = self.font.render(f'Cost: {int(cost)}', False, color)
|
||||
cost_rect = cost_surf.get_rect(midbottom = self.rect.midbottom +- pygame.math.Vector2(0, 20))
|
||||
cost_rect = cost_surf.get_rect(
|
||||
midbottom=self.rect.midbottom + - pygame.math.Vector2(0, 20))
|
||||
|
||||
# Draw
|
||||
surface.blit(title_surf, title_rect)
|
||||
|
@ -112,24 +117,23 @@ class Box:
|
|||
# Bar setup
|
||||
full_height = bottom[1] - top[1]
|
||||
relative_number = (value / max_value) * full_height
|
||||
value_rect = pygame.Rect(top[0] - 15, bottom[1] - relative_number, 30, 10)
|
||||
value_rect = pygame.Rect(
|
||||
top[0] - 15, bottom[1] - relative_number, 30, 10)
|
||||
|
||||
# Draw elements
|
||||
pygame.draw.line(surface, color, top, bottom, 5)
|
||||
pygame.draw.rect(surface, color, value_rect)
|
||||
|
||||
def trigger(self, player):
|
||||
upgrade_attribute = list(player.stats.keys())[self.index]
|
||||
|
||||
if player.exp >= player.upgrade_costs[upgrade_attribute] and player.stats[upgrade_attribute] < player.max_stats[upgrade_attribute]:
|
||||
player.exp -= player.upgrade_costs[upgrade_attribute]
|
||||
player.stats[upgrade_attribute] *= 1.2
|
||||
player.upgrade_costs[upgrade_attribute] *= 1.4
|
||||
|
||||
if player.stats[upgrade_attribute] > player.max_stats[upgrade_attribute]:
|
||||
player.stats[upgrade_attribute] = player.max_stats[upgrade_attribute]
|
||||
upgrade_attribute = list(player.stats.stats.keys())[self.index]
|
||||
|
||||
if player.stats.exp >= player.stats.upgrade_costs[upgrade_attribute] and player.stats.stats[upgrade_attribute] < player.stats.max_stats[upgrade_attribute]:
|
||||
player.stats.exp -= player.stats.upgrade_costs[upgrade_attribute]
|
||||
player.stats.stats[upgrade_attribute] *= 1.2
|
||||
player.stats.upgrade_costs[upgrade_attribute] *= 1.4
|
||||
|
||||
if player.stats.stats[upgrade_attribute] > player.stats.max_stats[upgrade_attribute]:
|
||||
player.stats.stats[upgrade_attribute] = player.stats.max_stats[upgrade_attribute]
|
||||
|
||||
def display(self, surface, selection_num, name, value, max_value, cost):
|
||||
if self.index == selection_num:
|
||||
|
@ -140,4 +144,5 @@ class Box:
|
|||
pygame.draw.rect(surface, UI_BORDER_COLOR, self.rect, 4)
|
||||
|
||||
self.display_names(surface, name, cost, self.index == selection_num)
|
||||
self.display_bar(surface, value, max_value, self.index == selection_num)
|
||||
self.display_bar(surface, value, max_value,
|
||||
self.index == selection_num)
|
0
game/level/__init__.py
Normal file
0
game/level/__init__.py
Normal file
42
game/level/camera.py
Normal file
42
game/level/camera.py
Normal file
|
@ -0,0 +1,42 @@
|
|||
import os
|
||||
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
|
||||
script_dir = os.path.dirname(os.path.abspath(__file__))
|
||||
image_path = os.path.join(
|
||||
script_dir, '../..', 'assets', 'graphics', 'tilemap', 'ground.png')
|
||||
|
||||
self.floor_surf = pygame.image.load(image_path).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)
|
120
game/level/level.py
Normal file
120
game/level/level.py
Normal file
|
@ -0,0 +1,120 @@
|
|||
import os
|
||||
import pygame
|
||||
|
||||
from random import choice, randint
|
||||
|
||||
from configs.game.spell_config import magic_data
|
||||
from configs.game.weapon_config import weapon_data
|
||||
from configs.game.monster_config import monster_data
|
||||
from configs.system.window_config import TILESIZE
|
||||
|
||||
from utils.debug import debug
|
||||
from utils.resource_loader import import_csv_layout, import_folder
|
||||
|
||||
from interface.ui import UI
|
||||
from interface.upgrade import Upgrade
|
||||
|
||||
from effects.magic_effects import MagicPlayer
|
||||
from effects.particle_effects import AnimationPlayer
|
||||
from effects.weapon_effects import Weapon
|
||||
|
||||
from entities.observer import Observer
|
||||
from entities.player import Player
|
||||
|
||||
from .terrain import Tile
|
||||
from .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()
|
||||
self.upgrade = Upgrade(self.player)
|
||||
|
||||
def create_map(self):
|
||||
script_dir = os.path.dirname(os.path.abspath(__file__))
|
||||
asset_path = os.path.join(
|
||||
script_dir, '../..', 'assets')
|
||||
layouts = {
|
||||
'boundary': import_csv_layout(f"{asset_path}/map/FloorBlocks.csv"),
|
||||
'grass': import_csv_layout(f"{asset_path}/map/Grass.csv"),
|
||||
'objects': import_csv_layout(f"{asset_path}/map/Objects.csv"),
|
||||
'entities': import_csv_layout(f"{asset_path}/map/Entities.csv")
|
||||
}
|
||||
|
||||
graphics = {
|
||||
'grass': import_folder(f"{asset_path}/graphics/grass"),
|
||||
'objects': import_folder(f"{asset_path}/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 .csv files generated from TILED.
|
||||
if col == '395':
|
||||
self.observer = Observer(
|
||||
(x, y), [self.visible_sprites])
|
||||
|
||||
elif col == '394':
|
||||
# Player Generation
|
||||
self.player = Player(
|
||||
(x, y), [self.visible_sprites], self.obstacle_sprites, self.visible_sprites, self.attack_sprites)
|
||||
|
||||
else:
|
||||
pass
|
||||
# monster generation
|
||||
|
||||
def toggle_menu(self):
|
||||
self.game_paused = not self.game_paused
|
||||
|
||||
def run(self):
|
||||
# Draw the game
|
||||
self.visible_sprites.custom_draw(self.player)
|
||||
self.ui.display(self.player)
|
||||
debug(self.player.status)
|
||||
if not self.game_paused:
|
||||
# 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()
|
||||
else:
|
||||
if self.visible_sprites.sprite_type == 'player':
|
||||
self.upgrade.display()
|
||||
|
||||
if self.player.stats.health <= 0:
|
||||
self.__init__()
|
19
game/level/terrain.py
Normal file
19
game/level/terrain.py
Normal file
|
@ -0,0 +1,19 @@
|
|||
import pygame
|
||||
|
||||
from configs.system.window_config import *
|
||||
|
||||
|
||||
class Tile(pygame.sprite.Sprite):
|
||||
|
||||
def __init__(self, position, groups, sprite_type, surface=pygame.Surface((TILESIZE, TILESIZE))):
|
||||
super().__init__(groups)
|
||||
|
||||
self.sprite_type = sprite_type
|
||||
self.image = surface
|
||||
if sprite_type == 'object':
|
||||
# Offset
|
||||
self.rect = self.image.get_rect(
|
||||
topleft=(position[0], position[1] - TILESIZE))
|
||||
else:
|
||||
self.rect = self.image.get_rect(topleft=position)
|
||||
self.hitbox = self.rect.inflate(HITBOX_OFFSET[sprite_type])
|
47
game/main.py
Normal file
47
game/main.py
Normal file
|
@ -0,0 +1,47 @@
|
|||
import pygame
|
||||
import sys
|
||||
|
||||
from configs.system.window_config import WIDTH, HEIGHT, WATER_COLOR, FPS
|
||||
from utils.debug import debug
|
||||
|
||||
from level.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('../assets/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()
|
||||
while True:
|
||||
game.run()
|
0
game/utils/__init__.py
Normal file
0
game/utils/__init__.py
Normal file
|
@ -16,6 +16,7 @@ from terrain.tiles import Tile
|
|||
from view.observer import Observer
|
||||
from view.camera import Camera
|
||||
|
||||
|
||||
class Level:
|
||||
|
||||
def __init__(self):
|
||||
|
@ -62,16 +63,19 @@ class Level:
|
|||
|
||||
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)
|
||||
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)
|
||||
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])
|
||||
self.observer = Observer(
|
||||
(x, y), [self.visible_sprites])
|
||||
|
||||
elif col == '394':
|
||||
pass
|
||||
|
@ -82,7 +86,8 @@ class Level:
|
|||
# monster generation
|
||||
|
||||
def create_attack_sprite(self):
|
||||
self.current_attack = Weapon(self.player, [self.visible_sprites, self.attack_sprites])
|
||||
self.current_attack = Weapon(
|
||||
self.player, [self.visible_sprites, self.attack_sprites])
|
||||
|
||||
def delete_attack_sprite(self):
|
||||
if self.current_attack:
|
||||
|
@ -91,13 +96,27 @@ class Level:
|
|||
|
||||
def create_magic_sprite(self, style, strength, cost):
|
||||
if style == 'heal':
|
||||
self.magic_player.heal(self.player, strength, cost, [self.visible_sprites])
|
||||
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])
|
||||
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__()
|
||||
|
|
|
@ -6,6 +6,7 @@ from utils.debug import debug
|
|||
|
||||
from level import Level
|
||||
|
||||
|
||||
class Game:
|
||||
|
||||
def __init__(self):
|
||||
|
@ -37,13 +38,9 @@ class Game:
|
|||
pygame.display.update()
|
||||
self.clock.tick(FPS)
|
||||
|
||||
if __name__ == '__main__':
|
||||
|
||||
if __name__ == '__main__':
|
||||
|
||||
game = Game()
|
||||
while True:
|
||||
game.run()
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@ from utils.debug import debug
|
|||
|
||||
from objects.level import Level
|
||||
|
||||
|
||||
class Game:
|
||||
|
||||
def __init__(self):
|
||||
|
@ -22,6 +23,7 @@ class Game:
|
|||
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():
|
||||
|
@ -37,13 +39,10 @@ class Game:
|
|||
pygame.display.update()
|
||||
self.clock.tick(FPS)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
|
||||
game = Game()
|
||||
figure_file = 'rl/plots/pneuma.png'
|
||||
while True:
|
||||
game.run()
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@ import random
|
|||
from utils.settings import *
|
||||
from utils.support import import_folder
|
||||
|
||||
|
||||
class Camera(pygame.sprite.Sprite):
|
||||
|
||||
def __init__(self, position, groups):
|
||||
|
@ -11,7 +12,8 @@ class Camera(pygame.sprite.Sprite):
|
|||
|
||||
self.sprite_type = 'camera'
|
||||
|
||||
self.image = pygame.image.load('../Graphics/graphics/camera.png').convert_alpha()
|
||||
self.image = pygame.image.load(
|
||||
'../Graphics/graphics/camera.png').convert_alpha()
|
||||
self.rect = self.image.get_rect(topleft=position)
|
||||
self.hitbox = self.rect.inflate(HITBOX_OFFSET[self.sprite_type])
|
||||
|
||||
|
@ -55,7 +57,6 @@ class Camera(pygame.sprite.Sprite):
|
|||
self.hitbox.y += self.direction.y * speed
|
||||
self.rect.center = self.hitbox.center
|
||||
|
||||
|
||||
def update(self):
|
||||
self.input()
|
||||
self.move(self.speed)
|
||||
|
|
|
@ -5,6 +5,7 @@ from utils.support import import_folder
|
|||
|
||||
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, state):
|
||||
|
@ -61,7 +62,8 @@ class Enemy(Entity):
|
|||
self.animations = {'idle': [], 'move': [], 'attack': []}
|
||||
main_path = f"../Graphics/graphics/monsters/{name}"
|
||||
for animation in self.animations.keys():
|
||||
self.animations[animation] = import_folder(f"{main_path}/{animation}")
|
||||
self.animations[animation] = import_folder(
|
||||
f"{main_path}/{animation}")
|
||||
|
||||
def get_player_distance_direction(self, player):
|
||||
enemy_vector = pygame.math.Vector2(self.rect.center)
|
||||
|
|
|
@ -4,6 +4,7 @@ import random
|
|||
|
||||
from utils.settings import *
|
||||
|
||||
|
||||
class Entity(pygame.sprite.Sprite):
|
||||
def __init__(self, groups, is_AI, state=None):
|
||||
super().__init__(groups)
|
||||
|
@ -31,7 +32,8 @@ class Entity(pygame.sprite.Sprite):
|
|||
7: ('swap_magic', None, None)
|
||||
}
|
||||
self.state = state
|
||||
self.distance_direction_to_player = [float('inf'), 0, 0, None, None, None, None, None, None, None, None, None]*5
|
||||
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)
|
||||
|
||||
|
@ -110,7 +112,8 @@ class Entity(pygame.sprite.Sprite):
|
|||
self.attacking = True
|
||||
self.attack_time = pygame.time.get_ticks()
|
||||
style = list(magic_data.keys())[self.magic_index]
|
||||
strength = list(magic_data.values())[self.magic_index]['strength'] + self.stats['magic']
|
||||
strength = list(magic_data.values())[
|
||||
self.magic_index]['strength'] + self.stats['magic']
|
||||
cost = list(magic_data.values())[self.magic_index]['cost']
|
||||
self.create_magic_sprite(style, strength, cost)
|
||||
|
||||
|
|
|
@ -25,7 +25,6 @@ class Level:
|
|||
# General Settings
|
||||
self.game_paused = False
|
||||
|
||||
|
||||
# Get the display surface
|
||||
self.display_surface = pygame.display.get_surface()
|
||||
|
||||
|
@ -62,7 +61,6 @@ class Level:
|
|||
'objects': import_folder('../Graphics/graphics/objects')
|
||||
}
|
||||
|
||||
|
||||
for style, layout in layouts.items():
|
||||
for row_index, row in enumerate(layout):
|
||||
for col_index, col in enumerate(row):
|
||||
|
@ -74,19 +72,23 @@ class Level:
|
|||
|
||||
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)
|
||||
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)
|
||||
Tile((x, y), [self.visible_sprites,
|
||||
self.obstacle_sprites], 'object', surf)
|
||||
|
||||
# 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, state = self.get_state)
|
||||
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])
|
||||
self.camera = Camera(
|
||||
(x, y), [self.visible_sprites])
|
||||
|
||||
else:
|
||||
if col == '390':
|
||||
|
@ -98,10 +100,12 @@ 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, state = None)
|
||||
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])
|
||||
self.current_attack = Weapon(
|
||||
self.player, [self.visible_sprites, self.attack_sprites])
|
||||
|
||||
def delete_attack_sprite(self):
|
||||
if self.current_attack:
|
||||
|
@ -110,34 +114,41 @@ class Level:
|
|||
|
||||
def create_magic_sprite(self, style, strength, cost):
|
||||
if style == 'heal':
|
||||
self.magic_player.heal(self.player, strength, cost, [self.visible_sprites])
|
||||
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])
|
||||
self.magic_player.flame(
|
||||
self.player, cost, [self.visible_sprites, self.attack_sprites])
|
||||
|
||||
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)
|
||||
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])
|
||||
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)
|
||||
|
||||
target_sprite.get_damage(
|
||||
self.player, attack_sprite.sprite_type)
|
||||
|
||||
def get_state(self):
|
||||
state = []
|
||||
|
||||
enemy_sprites = [sprite for sprite in self.visible_sprites if hasattr(sprite, 'sprite_type') and sprite.sprite_type == 'enemy']
|
||||
enemy_sprites = [sprite for sprite in self.visible_sprites if hasattr(
|
||||
sprite, 'sprite_type') and sprite.sprite_type == 'enemy']
|
||||
for enemy in enemy_sprites:
|
||||
distance, direction = enemy.get_player_distance_direction(self.player)
|
||||
state.append([(distance, direction.x, direction.y, enemy.monster_name, enemy.health, enemy.exp, enemy.speed, enemy.attack_damage, enemy.resistance, enemy.attack_radius, enemy.notice_radius, enemy.attack_type)])
|
||||
distance, direction = enemy.get_player_distance_direction(
|
||||
self.player)
|
||||
state.append([(distance, direction.x, direction.y, enemy.monster_name, enemy.health, enemy.exp, enemy.speed,
|
||||
enemy.attack_damage, enemy.resistance, enemy.attack_radius, enemy.notice_radius, enemy.attack_type)])
|
||||
|
||||
# Sort by distance
|
||||
state = sorted(state, key=lambda x: x[0])
|
||||
|
@ -147,7 +158,8 @@ class Level:
|
|||
|
||||
# If there are fewer than 5 enemies, pad the state with placeholder values
|
||||
while len(state) < 5:
|
||||
state.append((float('inf'), 0, 0, None, None, None, None, None, None, None, None, None))
|
||||
state.append((float('inf'), 0, 0, None, None, None,
|
||||
None, None, None, None, None, None))
|
||||
|
||||
# Flatten the state to be a single list of numbers and strings
|
||||
state = [item for sublist in state for item in sublist]
|
||||
|
@ -161,10 +173,12 @@ class Level:
|
|||
self.player.health = 0
|
||||
self.player.vulnerable = False
|
||||
self.player.hurt_time = pygame.time.get_ticks()
|
||||
self.animation_player.generate_particles(attack_type, self.player.rect.center, [self.visible_sprites])
|
||||
self.animation_player.generate_particles(
|
||||
attack_type, self.player.rect.center, [self.visible_sprites])
|
||||
|
||||
def trigger_death_particles(self, position, particle_type):
|
||||
self.animation_player.generate_particles(particle_type, position, [self.visible_sprites])
|
||||
self.animation_player.generate_particles(
|
||||
particle_type, position, [self.visible_sprites])
|
||||
|
||||
def add_exp(self, amount):
|
||||
self.player.exp += amount
|
||||
|
@ -189,39 +203,3 @@ class Level:
|
|||
|
||||
if self.player.health <= 0:
|
||||
self.__init__()
|
||||
|
||||
|
||||
|
||||
class YSortCameraGroup(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/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)
|
||||
|
|
|
@ -10,12 +10,14 @@ 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, state):
|
||||
super().__init__(groups, is_AI, state)
|
||||
|
||||
self.image = pygame.image.load('../Graphics/graphics/player/down/down_0.png').convert_alpha()
|
||||
self.image = pygame.image.load(
|
||||
'../Graphics/graphics/player/down/down_0.png').convert_alpha()
|
||||
self.rect = self.image.get_rect(topleft=position)
|
||||
self.hitbox = self.rect.inflate(HITBOX_OFFSET['player'])
|
||||
self.sprite_type = 'player'
|
||||
|
@ -75,7 +77,8 @@ class Player(Entity):
|
|||
# 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.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']
|
||||
|
@ -90,7 +93,8 @@ class Player(Entity):
|
|||
self.obstacle_sprites = obstacle_sprites
|
||||
|
||||
# Import Sounds
|
||||
self.weapon_attack_sound = pygame.mixer.Sound('../Graphics/audio/sword.wav')
|
||||
self.weapon_attack_sound = pygame.mixer.Sound(
|
||||
'../Graphics/audio/sword.wav')
|
||||
self.weapon_attack_sound.set_volume(0.2)
|
||||
|
||||
def import_player_assets(self):
|
||||
|
@ -171,7 +175,6 @@ class Player(Entity):
|
|||
else:
|
||||
self.energy = self.stats['energy']
|
||||
|
||||
|
||||
def animate(self):
|
||||
animation = self.animations[self.status]
|
||||
self.frame_index += self.animation_speed
|
||||
|
@ -188,7 +191,6 @@ class Player(Entity):
|
|||
else:
|
||||
self.image.set_alpha(255)
|
||||
|
||||
|
||||
def update(self):
|
||||
self.input()
|
||||
self.cooldowns()
|
||||
|
|
Loading…
Reference in a new issue