310 lines
11 KiB
Python
310 lines
11 KiB
Python
import os
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import pygame
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import numpy as np
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from random import choice
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from configs.system.window_config import TILESIZE
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from utils.debug import debug
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from utils.resource_loader import import_csv_layout, import_folder
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from interface.ui import UI
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from entities.observer import Observer
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from entities.player import Player
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from entities.enemy import Enemy
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from entities.terrain import Terrain
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from camera import Camera
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class Level:
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def __init__(self, n_players):
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self.paused = False
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self.done = False
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# Get display surface
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self.display_surface = pygame.display.get_surface()
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# Setup Sprite groups
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self.visible_sprites = Camera()
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self.obstacle_sprites = pygame.sprite.Group()
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self.attack_sprites = pygame.sprite.Group()
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self.attackable_sprites = pygame.sprite.Group()
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# Map generation
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self.n_players = n_players
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self.generate_map()
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# Handle generated entities
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self.get_entities()
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self.get_distance_direction()
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self.dead_players = np.zeros(self.n_players)
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# Setup UI
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self.ui = UI()
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def generate_map(self):
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self.possible_player_locations = []
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player_id = 0
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self.layouts = {
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'boundary': import_csv_layout(os.path.join('map',
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'FloorBlocks.csv')),
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'grass': import_csv_layout(os.path.join('map',
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'Grass.csv')),
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'objects': import_csv_layout(os.path.join('map',
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'Objects.csv')),
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'entities': import_csv_layout(os.path.join('map',
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'Entities.csv'))
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}
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self.graphics = {
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'grass': import_folder(os.path.join('graphics', 'grass')),
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'objects': import_folder(os.path.join('graphics', 'objects'))
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}
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for style, layout in self.layouts.items():
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for row_index, row in enumerate(layout):
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for col_index, col in enumerate(row):
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if int(col) != -1:
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x = col_index * TILESIZE
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y = row_index * TILESIZE
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# Generate unpassable terrain
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if style == 'boundary':
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if col != '700':
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Terrain((x, y),
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[self.obstacle_sprites,
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self.visible_sprites],
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'invisible')
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if col == '700':
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print(f"Prison set at:{(x, y)}")
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# Generate grass
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if style == 'grass':
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random_grass_image = choice(self.graphics['grass'])
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Terrain((x, y), [
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self.visible_sprites,
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self.obstacle_sprites,
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self.attackable_sprites
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],
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'grass',
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random_grass_image)
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# Generate objects like trees and statues
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# if style == 'objects':
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# surface = self.graphics['objects'][int(col)]
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# Terrain((x, y), [
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# self.visible_sprites,
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# self.obstacle_sprites
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# ],
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# 'object',
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# surface)
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# Generate observer, players and monsters
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if style == 'entities':
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# Generate observer
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if col == '500':
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self.observer = Observer(
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(x, y),
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[self.visible_sprites]
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)
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# Generate player(s)
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# TODO: Make a way to generate players in random locations
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elif col == '400':
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self.possible_player_locations.append((x, y))
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# Monster generation
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else:
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if col == '390':
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monster_name = 'bamboo'
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elif col == '391':
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monster_name = 'spirit'
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elif col == '392':
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monster_name = 'raccoon'
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elif col == ' 393':
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monster_name = 'squid'
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Enemy(name=monster_name,
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position=(x, y),
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groups=[self.visible_sprites,
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self.attackable_sprites],
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visible_sprites=self.visible_sprites,
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obstacle_sprites=self.obstacle_sprites)
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for player_id in range(self.n_players):
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Player(
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player_id,
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'tank',
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choice(self.possible_player_locations),
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[self.visible_sprites],
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self.obstacle_sprites,
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self.visible_sprites,
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self.attack_sprites,
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self.attackable_sprites
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)
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def reset(self):
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for grass in self.grass_sprites:
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grass.kill()
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for enemy in self.enemy_sprites:
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enemy.kill()
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for style, layout in self.layouts.items():
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for row_index, row in enumerate(layout):
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for col_index, col in enumerate(row):
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if int(col) != -1:
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x = col_index * TILESIZE
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y = row_index * TILESIZE
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# Regenerate grass
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if style == 'grass':
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random_grass_image = choice(
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self.graphics['grass'])
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Terrain((x, y), [
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self.visible_sprites,
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self.obstacle_sprites,
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self.attackable_sprites
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],
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'grass',
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random_grass_image)
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if style == 'entities':
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if col == '500':
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continue
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if col == '400':
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continue
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else:
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if col == '390':
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monster_name = 'bamboo'
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elif col == '391':
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monster_name = 'spirit'
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elif col == '392':
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monster_name = 'raccoon'
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elif col == ' 393':
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monster_name = 'squid'
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Enemy(monster_name,
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(x, y),
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[self.visible_sprites,
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self.attackable_sprites],
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self.visible_sprites,
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self.obstacle_sprites)
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for player in self.player_sprites:
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player.animation.import_assets(
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choice(self.possible_player_locations))
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player.stats.health\
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= player.stats.stats['health']
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player.stats.energy\
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= player.stats.stats['energy']
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# player.stats.exp = 0
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self.get_entities()
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self.get_distance_direction()
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self.dead_players = np.zeros(self.n_players)
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self.done = False
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def get_entities(self):
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self.player_sprites = [sprite
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for sprite in self.visible_sprites.sprites()
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if sprite.sprite_type == 'player']
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self.enemy_sprites = [sprite
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for sprite in self.visible_sprites.sprites()
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if sprite.sprite_type == 'enemy']
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self.grass_sprites = [sprite
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for sprite in self.visible_sprites.sprites()
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if sprite.sprite_type == 'grass']
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def get_distance_direction(self):
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for player in self.player_sprites:
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player.distance_direction_from_enemy = []
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for enemy in self.enemy_sprites:
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enemy.distance_direction_from_player = []
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for player in self.player_sprites:
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if not player.is_dead():
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player_vector = pygame.math.Vector2(
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player.animation.rect.center
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)
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for enemy in self.enemy_sprites:
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enemy_vector = pygame.math.Vector2(
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enemy.animation.rect.center
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)
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distance\
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= (player_vector - enemy_vector).magnitude()
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if distance > 0:
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direction\
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= (player_vector - enemy_vector).normalize()
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else:
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direction\
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= pygame.math.Vector2()
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enemy.distance_direction_from_player.append(
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(distance, direction, player))
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player.distance_direction_from_enemy.append(
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(distance, -direction, enemy))
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def apply_damage_to_player(self):
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for enemy in self.enemy_sprites:
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for distance, _, player in enemy.distance_direction_from_player:
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if (distance < enemy.stats.attack_radius
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and player._input.combat.vulnerable):
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player.stats.health -= enemy.stats.attack
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player._input.combat.vulnerable = False
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player._input.combat.hurt_time = pygame.time.get_ticks()
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def toggle_pause(self):
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self.paused = not self.paused
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def run(self, who='observer', fps='v0.9'):
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# Draw the game
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self.visible_sprites.custom_draw(self.observer)
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self.ui.display(self.observer)
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debug(f"{fps}")
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if not self.paused:
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# Update the game
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for player in self.player_sprites:
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if player.stats.health > 0:
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player.attack_logic()
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self.get_entities()
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self.get_distance_direction()
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self.visible_sprites.update()
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self.apply_damage_to_player()
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else:
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debug('PAUSED')
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for player in self.player_sprites:
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self.dead_players[player.player_id] = player.is_dead()
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self.done = True if (self.dead_players.all() == 1
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or self.enemy_sprites == []) else False
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