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Timofejs Maksimovs 2024-03-03 21:20:30 +00:00
parent 0f227065c4
commit 5d2b7766ff
1 changed files with 279 additions and 0 deletions

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map+coll+cam.py 100644
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import pygame
import pytmx
import math
# Constants
BACKGROUND = (20, 20, 20)
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
MAP_COLLISION_LAYER = 1
# Pygame setup
pygame.init()
pygame.display.set_caption("Survive the vawe")
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
running = True
class Player(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
# Load the idle image
self.idle_image = pygame.image.load("Sprites/Idle/Player_right.png").convert_alpha()
self.image = self.idle_image
self.rect = self.image.get_rect(topleft=pos) # Adjust rect to match the image size
self.direction = pygame.math.Vector2()
self.speed = 1.6
self.time = 0
# Health
self.current_health = 1000
self.maximum_health = 1000
self.health_bar_length = 500
self.health_ratio = self.maximum_health / self.health_bar_length
self.target_health = 1000
self.health_change_speed = 5
# Shooting
self.can_shoot = True
self.shoot_cooldown_time = 100 # Milliseconds
self.shoot_cooldown = 0
# Animations
self.image_direction = 1
self.animation_timer = 0
self.current_sprite = 0
self.running_sprites = []
for i in range(6):
sprite = pygame.image.load(f"Sprites/Running/Player_run_right_{i + 1}.png").convert_alpha()
self.running_sprites.append(sprite)
def get_damage(self, amount):
if self.target_health > 0:
self.target_health -= amount
if self.target_health <= 0:
self.target_health = 0
def get_health(self, amount):
if self.target_health < self.maximum_health:
self.target_health += amount
if self.target_health >= self.maximum_health:
self.target_health = self.maximum_health
def health_bar(self):
self.current_health += (self.target_health - self.current_health) / 10
# Define smaller health bar dimensions
health_bar_width = self.current_health / self.health_ratio
health_bar_height = 10 # Set the height of the health bar
# Adjust the position of the health bar
health_bar_x = 10
health_bar_y = 10
if self.current_health > self.target_health:
health_bar_width = self.target_health / self.health_ratio
# Draw the health bar with adjusted dimensions and position
health_bar_rect = pygame.Rect(health_bar_x, health_bar_y, health_bar_width, health_bar_height)
pygame.draw.rect(screen, (255, 0, 0), health_bar_rect) # Draw health bar in red
def input(self):
keys = pygame.key.get_pressed()
speed_multiplier_x = 0
speed_multiplier_y = 0
if keys[pygame.K_w]:
speed_multiplier_y = -1
elif keys[pygame.K_s]:
speed_multiplier_y = 1
if keys[pygame.K_a]:
speed_multiplier_x = -1
elif keys[pygame.K_d]:
speed_multiplier_x = 1
self.direction.y = (keys[pygame.K_s]) - (keys[pygame.K_w])
self.direction.x = (keys[pygame.K_d]) - (keys[pygame.K_a])
if self.direction.x != 0 and self.direction.y != 0:
self.direction.normalize_ip()
self.direction.x *= self.speed
self.direction.y *= self.speed
if pygame.mouse.get_pressed()[0] and self.can_shoot:
direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos())
direction = pygame.math.Vector2.normalize(direction)
new_projectile = Projectile(self.rect.center, direction)
self.can_shoot = False
self.shoot_cooldown = pygame.time.get_ticks()
def update(self, level):
self.input()
self.health_bar()
self.rect.center += self.direction * self.speed
# Move the screen if the player reaches the screen bounds
if self.rect.right >= SCREEN_WIDTH - 200:
difference = self.rect.right - (SCREEN_WIDTH - 200)
self.rect.right = SCREEN_WIDTH - 200
level.shift_level(-difference, 0)
if self.rect.left <= 200:
difference = 200 - self.rect.left
self.rect.left = 200
level.shift_level(difference, 0)
if self.rect.top <= 200:
difference = 200 - self.rect.top
self.rect.top = 200
level.shift_level(0, difference)
if self.rect.bottom >= SCREEN_HEIGHT - 200:
difference = self.rect.bottom - (SCREEN_HEIGHT - 200)
self.rect.bottom = SCREEN_HEIGHT - 200
level.shift_level(0, -difference)
self.check_collision(level)
now = pygame.time.get_ticks()
if now - self.shoot_cooldown > self.shoot_cooldown_time:
self.can_shoot = True
if now - self.animation_timer > 50:
if pygame.Vector2.length(self.direction) == 0:
self.image = self.idle_image
self.current_sprite = 0
else:
self.animation_timer = pygame.time.get_ticks()
self.current_sprite += 1
if self.current_sprite > len(self.running_sprites) - 1:
self.current_sprite = 0
self.image = self.running_sprites[self.current_sprite]
if self.direction.x < 0: # If moving left, flip the image
self.image = pygame.transform.flip(self.image, True, False)
def check_collision(self, level):
for layer in level.layers:
if layer.index == MAP_COLLISION_LAYER:
for tile in layer.tiles:
if self.rect.colliderect(tile.rect):
self.rect.center -= self.direction * self.speed
return
class Projectile(pygame.sprite.Sprite):
def __init__(self, pos, direction):
super().__init__()
self.image = pygame.image.load("Sprites/bullet.png").convert_alpha()
self.image_direction = 1
self.direction = direction
self.speed = 15
angle = math.degrees(math.atan2(-self.direction.y, self.direction.x))
self.image = pygame.transform.rotate(self.image, angle)
self.rect = self.image.get_rect(center=pos)
self.rect.center += self.direction * 50
self.life_timer = 10000 # Milliseconds
self.spawned_time = pygame.time.get_ticks()
def collision(self):
pass # Removed the collision logic for simplicity
def update(self):
self.rect.center += self.direction * self.speed
self.collision()
now = pygame.time.get_ticks()
if now - self.spawned_time > self.life_timer:
self.kill()
class Game:
def __init__(self):
self.currentLevelNumber = 0
self.levels = []
self.levels.append(Level(fileName="resources/level1.tmx"))
self.currentLevel = self.levels[self.currentLevelNumber]
def draw(self):
screen.fill(BACKGROUND)
self.currentLevel.draw()
player_group.draw(screen) # Draw player sprite
pygame.display.flip()
class Level:
def __init__(self, fileName):
self.mapObject = pytmx.load_pygame(fileName)
self.layers = []
for layer in range(len(self.mapObject.layers)):
self.layers.append(Layer(index=layer, mapObject=self.mapObject))
def draw(self):
for layer in self.layers:
layer.draw()
def shift_level(self, x_amount, y_amount):
for layer in self.layers:
for tile in layer.tiles:
tile.rect.x += x_amount
tile.rect.y += y_amount
class Layer:
def __init__(self, index, mapObject):
self.index = index
self.tiles = pygame.sprite.Group()
self.mapObject = mapObject
for x in range(self.mapObject.width):
for y in range(self.mapObject.height):
img = self.mapObject.get_tile_image(x, y, self.index)
if img:
self.tiles.add(Tile(image=img, x=(x * self.mapObject.tilewidth), y=(y * self.mapObject.tileheight)))
def draw(self):
for tile in self.tiles:
screen.blit(tile.image, tile.rect)
class Tile(pygame.sprite.Sprite):
def __init__(self, image, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
# Main game setup
game = Game()
player = Player((100, 200)) # Update player spawn coordinates
player_group = pygame.sprite.Group() # Create a sprite group for the player
player_group.add(player) # Add the player sprite to the group
# Main game loop
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
player.get_health(200)
elif event.key == pygame.K_DOWN:
player.get_damage(200)
game.draw()
player.update(game.currentLevel)
pygame.display.flip()
clock.tick(60)