122 lines
4.1 KiB
Python
122 lines
4.1 KiB
Python
import pygame
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from random import choice, randint
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from utils.settings import *
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from utils.debug import debug
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from utils.support import *
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from UI.ui import UI
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from effects.particles import AnimationPlayer
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from effects.magic import MagicPlayer
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from effects.weapon import Weapon
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from terrain.tiles import Tile
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from view.observer import Observer
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from view.camera import Camera
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class Level:
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def __init__(self):
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# General Settings
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self.game_paused = False
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# Get display surface
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self.display_surface = pygame.display.get_surface()
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# Sprite Group setup
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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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# Sprite setup and entity generation
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self.create_map()
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# UI setup
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self.ui = UI()
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def create_map(self):
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layouts = {
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'boundary': import_csv_layout('../Map/FloorBlocks.csv'),
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'grass': import_csv_layout('../Map/Grass.csv'),
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'objects': import_csv_layout('../Map/Objects.csv'),
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'entities': import_csv_layout('../Map/Entities.csv')
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}
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graphics = {
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'grass': import_folder('../Graphics/grass'),
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'objects': import_folder('../Graphics/objects')
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}
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for style, layout in 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 col != '-1':
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x = col_index * TILESIZE
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y = row_index * TILESIZE
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if style == 'boundary':
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Tile((x, y), [self.obstacle_sprites], 'invisible')
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if style == 'grass':
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random_grass_image = choice(graphics['grass'])
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Tile((x, y), [self.visible_sprites, self.obstacle_sprites,
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self.attackable_sprites], 'grass', random_grass_image)
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if style == 'objects':
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surf = graphics['objects'][int(col)]
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Tile((x, y), [self.visible_sprites,
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self.obstacle_sprites], 'object', surf)
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if style == 'entities':
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# The numbers represent their IDs in the map .csv files generated from TILED.
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if col == '395':
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self.observer = Observer(
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(x, y), [self.visible_sprites])
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elif col == '394':
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pass
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# player generation
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else:
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pass
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# monster generation
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def create_attack_sprite(self):
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self.current_attack = Weapon(
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self.player, [self.visible_sprites, self.attack_sprites])
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def delete_attack_sprite(self):
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if self.current_attack:
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self.current_attack.kill()
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self.current_attack = None
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def create_magic_sprite(self, style, strength, cost):
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if style == 'heal':
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self.magic_player.heal(self.player, strength, cost, [
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self.visible_sprites])
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if style == 'flame':
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self.magic_player.flame(
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self.player, cost, [self.visible_sprites, self.attack_sprites])
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def run(self):
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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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if self.game_paused:
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if self.visible_sprites.sprite_type == 'player':
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self.upgrade.display()
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pass
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else:
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# Update the game
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self.player.distance_direction_to_player = self.get_state()
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self.visible_sprites.update()
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self.visible_sprites.enemy_update(self.player)
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self.player_attack_logic()
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if self.player.health <= 0:
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self.__init__()
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