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Igame.py
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Igame.py
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"""
Sample Python/Pygame Programs
Simpson College Computer Science
http://programarcadegames.com/
http://simpson.edu/computer-science/
From:
http://programarcadegames.com/python_examples/f.php?file=maze_runner.py
Explanation video: http://youtu.be/5-SbFanyUkQ
Part of a series:
http://programarcadegames.com/python_examples/f.php?file=move_with_walls_example.py
http://programarcadegames.com/python_examples/f.php?file=maze_runner.py
http://programarcadegames.com/python_examples/f.php?file=platform_jumper.py
http://programarcadegames.com/python_examples/f.php?file=platform_scroller.py
http://programarcadegames.com/python_examples/f.php?file=platform_moving.py
http://programarcadegames.com/python_examples/sprite_sheets/
"""
import pygame
import random
from combatEngine import do_combat
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
GREEN = ( 0, 255, 0)
RED = ( 255, 0, 0)
PURPLE = ( 255, 0, 255)
LIGHT_GRAY = (60, 60, 60)
class Wall(pygame.sprite.Sprite):
"""This class represents the bar at the bottom that the player controls """
def __init__(self, x, y, width, height, color):
""" Constructor function """
# Call the parent's constructor
super().__init__()
# Make a BLUE wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(color)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
class TeleportWall(Wall):
def __init__(self, x, y, width, height, color, new_room):
super().__init__(x, y, width, height, color)
self.new_room = new_room
def teleport(self):
print("Teleporting!")
class Character(pygame.sprite.Sprite):
def __init__(self, x, y, color, name, health, level, max_damage, defence, shield, attack_time, defensive_mode):
super().__init__()
self.image = pygame.Surface([15, 15])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
self.name = name
self.health = health
self.level = level
self.max_damage = max_damage
self.defence = defence
self.shield = shield
self.defensive_mode = defensive_mode
self.attack_time = attack_time
self.next_attack = 0
def move(self, walls, dx, dy):
""" Find a new position for the player """
# Move left/right
self.rect.x += dx
special_block = None
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(self, walls, False)
for block in block_hit_list:
if type(block) is TeleportWall:
special_block = block
# If we are moving right, set our right side to the left side of
# the item we hit
if dx > 0:
self.rect.right = block.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += dy
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, walls, False)
for block in block_hit_list:
if type(block) is TeleportWall:
special_block = block
# Reset our position based on the top/bottom of the object.
if dy > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
return special_block
class Mob(Character):
def __init__(self, x, y, name, health, level, max_damage, defence, shield):
super().__init__(x, y, RED, name, health, level, max_damage, defence, shield, 1000, "block")
def move(self, walls, player_x, player_y, max_distr):
""" Find a new position for the player """
dist_x = player_x - self.rect.x
dist_y = player_y - self.rect.y
if abs(dist_x) < 40 and abs(dist_y) < 40:
self.image.fill(BLUE)
else:
self.image.fill(RED)
#Cap the distance moved with the max_distr input
if dist_x > max_distr:
dist_x = max_distr
elif dist_x < -max_distr:
dist_x = -max_distr
if dist_y > max_distr:
dist_y = max_distr
elif dist_y < -max_distr:
dist_y = -max_distr
dx = dist_x + random.randint(-5,5)
dy = dist_y + random.randint(-5,5)
super().move(walls, dx, dy)
class Player(Character):
""" This class represents the bar at the bottom that the player controls """
# Set speed vector
change_x = 0
change_y = 0
def __init__(self, x, y, name, health, level, max_damage, defence, shield):
""" Constructor function """
# Call the parent's constructor
super().__init__(x, y, WHITE, name, health, level, max_damage, defence, shield, 500, "parry")
def changespeed(self, x, y):
""" Change the speed of the player. Called with a keypress. """
self.change_x += x
self.change_y += y
def move(self, walls):
""" Find a new position for the player """
teleportblock = super().move(walls, self.change_x, self.change_y)
return teleportblock
class Room(object):
""" Base class for all rooms. """
""" Each room has a list of walls, and of enemy sprites. """
wall_list = None
enemy_sprites = None
def __init__(self):
""" Constructor, create our lists. """
self.wall_list = pygame.sprite.Group()
self.enemy_sprites = pygame.sprite.Group()
class Room1(Room):
"""This creates all the walls in room 1"""
def __init__(self):
Room.__init__(self)
# Make the walls. (x_pos, y_pos, width, height)
# This is a list of walls. Each is in the form [x, y, width, height]
walls = [[0, 0, 20, 250, WHITE],
[0, 350, 20, 250, WHITE],
[780, 0, 20, 250, WHITE],
[780, 350, 20, 250, WHITE],
[20, 0, 760, 20, WHITE],
[20, 580, 760, 20, WHITE],
[390, 50, 20, 500, BLUE]
]
# Loop through the list. Create the wall, add it to the list
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
teleport = TeleportWall(250, 250, 15, 15, BLUE, 2)
self.wall_list.add(teleport)
class Room2(Room):
"""This creates all the walls in room 2"""
def __init__(self):
Room.__init__(self)
walls = [[0, 0, 20, 250, RED],
[0, 350, 20, 250, RED],
[780, 0, 20, 250, RED],
[780, 350, 20, 250, RED],
[20, 0, 760, 20, RED],
[20, 580, 760, 20, RED],
[190, 50, 20, 500, GREEN],
[590, 50, 20, 500, GREEN]
]
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
teleport = TeleportWall(350, 250, 15, 15, BLUE, 0)
self.wall_list.add(teleport)
class Room3(Room):
"""This creates all the walls in room 3"""
def __init__(self):
Room.__init__(self)
walls = [[0, 0, 20, 250, PURPLE],
[0, 350, 20, 250, PURPLE],
[780, 0, 20, 250, PURPLE],
[780, 350, 20, 250, PURPLE],
[20, 0, 760, 20, PURPLE],
[20, 580, 760, 20, PURPLE]
]
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
for x in range(100, 800, 100):
for y in range(50, 451, 300):
wall = Wall(x, y, 20, 200, RED)
self.wall_list.add(wall)
for x in range(150, 700, 100):
wall = Wall(x, 200, 20, 200, WHITE)
self.wall_list.add(wall)
class HealthBar:
def __init__(self, screen, font, rect, name, max_health, background, foreground):
self.screen = screen
self.font = font
self.rect = rect
self.name = name
self.background = background
self.foreground = foreground
self.max_health = max_health
self.current_health = max_health
def set_health(self, new_health):
self.current_health = new_health
if new_health < 0:
self.current_health = 0
elif new_health > self.max_health:
self.current_health = self.max_health
else:
self.current_health = new_health
def reset_health(self):
self.current_health = self.max_health
def take_health(self, lost_health):
self.set_health(self.current_health - lost_health)
def draw(self):
mytext = self.font.render(self.name, False, BLUE)
self.screen.set_clip(self.rect)
self.screen.fill(self.background)
health_percent = self.current_health / self.max_health
bar_width = health_percent * self.rect.width
health_bar = self.rect.copy()
health_bar.width = bar_width
self.screen.set_clip(health_bar)
self.screen.fill(self.foreground)
self.screen.set_clip(None)
self.screen.blit(mytext, [self.rect.x - mytext.get_width() , self.rect.y])
def adjust_viewport(scene, viewport, player):
buffer = 60
# The scene has swidth x sheight
# The viewport has vwidth x vheight
# The viewport should shift when the player comes within buffer of the viewport edge
oldviewport = viewport.copy()
if (player.x - buffer) < viewport.x:
viewport.x = player.x - buffer
elif (player.x + buffer) > (viewport.x + viewport.width):
viewport.x = player.x + buffer - viewport.width
if (player.y - buffer) < viewport.y:
viewport.y = player.y - buffer
elif (player.y + buffer) > (viewport.y + viewport.height):
viewport.y = player.y + buffer - viewport.height
viewport = viewport.clamp(scene)
#print(f"{scene} {player} {oldviewport} {viewport}")
return viewport
def main():
""" Main Program """
# Call this function so the Pygame library can initialize itself
pygame.init()
healthbarfont = pygame.font.Font('Typodermic - JoystixMonospace-Regular.ttf', 16)
turnchoosefont = pygame.font.Font('Typodermic - JoystixMonospace-Regular.ttf', 12)
# Create an 800x600 sized screen
screen = pygame.display.set_mode([860, 560])
viewport = pygame.Rect([100,100,400,300])
# Set the title of the window
pygame.display.set_caption('Maze Runner')
# Create the player paddle object
level = 55
#player = Player(50, 50, "Fred", 100 + level * 20, level, 20 + 5 * level, 5 + 1 * level, 0.2)
player = Player(50, 50, "Fred", 2000, 1, 20, 10, .3)
movingsprites = pygame.sprite.Group()
movingsprites.add(player)
#mob = Mob(50, 70, f"Orc1", 600, 1, 70, 10 * 5, 0.4)
mob = Mob(50, 70, f"Orc1", 600, 1, 20, 10, 0.4)
movingsprites.add(mob)
rooms = []
room = Room1()
rooms.append(room)
room = Room2()
rooms.append(room)
room = Room3()
rooms.append(room)
current_room_no = 0
current_room = rooms[current_room_no]
#
clock = pygame.time.Clock()
done = False
p1_bar = HealthBar(screen, healthbarfont, pygame.Rect(220, 430, 80, 20), f"{player.name}", player.health, RED, GREEN)
p2_bar = HealthBar(screen, healthbarfont, pygame.Rect(220, 455, 80, 20), f"{mob.name}", mob.health, RED, GREEN)
MODE_RUNNING = 1
MODE_COMBAT = 2
selected = 1
game_mode = MODE_RUNNING
while not done:
# --- Event Processing ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-5, 0)
if event.key == pygame.K_RIGHT:
player.changespeed(5, 0)
if event.key == pygame.K_UP:
player.changespeed(0, -5)
if event.key == pygame.K_DOWN:
player.changespeed(0, 5)
if event.key == pygame.K_ESCAPE:
done = True
if event.key == pygame.K_SPACE:
if game_mode == MODE_RUNNING:
game_mode = MODE_COMBAT
p2_bar.reset_health()
else:
game_mode = MODE_RUNNING
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(5, 0)
if event.key == pygame.K_RIGHT:
player.changespeed(-5, 0)
if event.key == pygame.K_UP:
player.changespeed(0, 5)
if event.key == pygame.K_DOWN:
player.changespeed(0, -5)
# --- Game Logic ---
if game_mode == MODE_RUNNING:
# Change if wanting mobs to move during combat
collision = player.move(current_room.wall_list)
if type(collision) is TeleportWall:
current_room_no = collision.new_room
current_room = rooms[current_room_no]
mob.move(current_room.wall_list, player.rect.x, player.rect.y, pygame.time.get_ticks() / 10000.0)
if player.rect.x < -15:
if current_room_no == 0:
current_room_no = 2
current_room = rooms[current_room_no]
player.rect.x = 790
elif current_room_no == 2:
current_room_no = 1
current_room = rooms[current_room_no]
player.rect.x = 790
else:
current_room_no = 0
current_room = rooms[current_room_no]
player.rect.x = 790
if player.rect.x > 801:
if current_room_no == 0:
current_room_no = 1
current_room = rooms[current_room_no]
player.rect.x = 0
elif current_room_no == 1:
current_room_no = 2
current_room = rooms[current_room_no]
player.rect.x = 0
else:
current_room_no = 0
current_room = rooms[current_room_no]
player.rect.x = 0
# --- Combat ---
#print(f"{pygame.time.get_ticks()} {player.next_attack} {mob.next_attack}")
if player.health > 0 and mob.health > 0 and pygame.time.get_ticks() > player.next_attack:
do_combat(player, mob)
player.next_attack = pygame.time.get_ticks() + player.attack_time
if player.health <= 0:
movingsprites.remove(player)
if mob.health <= 0:
movingsprites.remove(mob)
if player.health > 0 and mob.health > 0 and pygame.time.get_ticks() > mob.next_attack:
do_combat(mob,player)
mob.next_attack = pygame.time.get_ticks() + mob.attack_time
if player.health <= 0:
movingsprites.remove(player)
if mob.health <= 0:
movingsprites.remove(mob)
# --- Drawing ---
screen.fill(BLACK)
level = pygame.Surface([800,600])
level.fill(LIGHT_GRAY)
movingsprites.draw(level)
current_room.wall_list.draw(level)
screen.set_clip(None)
# Level Overview
screen.blit(pygame.transform.scale(level, [400,300]), [20, 20])
# Close-up view
screen.set_clip(pygame.Rect(440,20,400,300))
viewport = adjust_viewport(level.get_rect(), viewport, player.rect)
screen.blit(level, [440, 20], viewport)
# Detail panel
screen.set_clip(pygame.Rect(20, 340, 820, 200))
screen.fill(WHITE)
# Detail panel seperation
screen.set_clip(pygame.Rect(20, 414, 820, 2))
screen.fill(BLACK)
screen.set_clip(pygame.Rect(319, 415, 2, 200))
screen.fill(BLACK)
screen.set_clip(pygame.Rect(429, 340, 2, 200))
screen.fill(BLACK)
if game_mode == MODE_COMBAT:
# Draw a sample bar
#screen.set_clip(pygame.Rect(40, 360, 80, 20))
#screen.fill(RED)
#health = max(0, 80 - (pygame.time.get_ticks() / 2000.0))
#screen.set_clip(pygame.Rect(40, 360, health, 20))
#screen.fill(GREEN)
# Draw a new bar
p1_bar.take_health(0.2)
p1_bar.draw()
p2_bar.take_health(0.3)
p2_bar.draw()
screen.set_clip(None)
# Draw some text
mytext = turnchoosefont.render("Weapon", False, BLUE)
screen.blit(mytext, [325, 415])
mytext = turnchoosefont.render("Shield", False, BLUE)
screen.blit(mytext, [325, 430])
mytext = turnchoosefont.render("Misc Items", False, BLUE)
screen.blit(mytext, [325, 445])
mytext = turnchoosefont.render("Cast Spell", False, BLUE)
screen.blit(mytext, [325, 460])
mytext = turnchoosefont.render("Attack", False, BLUE)
screen.blit(mytext, [325, 475])
mytext = turnchoosefont.render("Diplomacy", False, BLUE)
screen.blit(mytext, [325, 490])
mytext = turnchoosefont.render("Run!", False, BLUE)
screen.blit(mytext, [325, 505])
mytext = turnchoosefont.render("React", False, BLUE)
screen.blit(mytext, [325, 520])
# Draw
pygame.display.flip()
clock.tick(60)
pygame.quit()
if __name__ == "__main__":
main()